

But even on this weak setup, we had no such problems previously in 2.3, so the difference between 2.3 and current patch is huge. Perhaps if your setup is better, you suffer less. For example, in our game, one of the computers is rather weak, and tends to lag the game. It's hard to guess sometimes if it's your own internet acting funny, or the game.Īnd it is possible that there are some setups that don't get desync's at all. The randomness of this is probably why it took so much time for people to start reporting it. Now it's 1 lucky session with no desync per 3 in which we desync every couple of minutes. The same people, the same setup, same exactly everything, but on previous patch, 2.3 desyncs were extremely rare. We tried many things thinking it might be a problem on our end. But for every such sessions we had at least twice as many sessions that would desync every couple of minutes, driving us crazy. We've been playing sometimes for up to 3-4 hours without desync in current patch. Do you think Stellaris could ever have an interface at the same level of endless space 2? At the very least, can you outline any steps you're taking to fix bugs/out of sync errors.Īs a side note I really enjoyed your presentation at PDXCON and I noticed your passion for the GUI. Take this as a moment to reduce technical debt, and improve the foundation of the game. Can 2.7 be focused on bug fixes and quality of life changes? If you read around this forum you'll notice very strong sentiment for this. 4:58am Just a desync dump isn't sufficient. This is a message to the dev team, please take notice that this is destorying the community around Stellaris.īug report: /forum/index.php?threads/stellaris-v-2-4-1-73ad-multiplayer-desync-random_count-pop_modifier-etc.1268268/Ģ.6 has been assigned for federations, undoubtedly you won't be able to move resources around for that. You can find them in Documents/Endless Space 2/Dump Files 1. But I can't help but notice the group slowly dying and I believe this is in no small part due to the multitude of bugs and out-of-sync errors in the game. ğixed a potential desync occurring when a player just destroyed a pirate fleet which was blockading a system.I think we can all agree that community is a powerful thing for any game to have, WSC (Multiplayer) is one of these communities. ğixed an issue where the list of available heroes could be empty at the beginning of a game (after creating games many times without restarting Endless space) Ĝhanged influence calculation to fix the bad value of the income applied during the first turn

ğixed an issue with hero pilot class skill tree that could lead to misunderstanding ğixed an issue with hero commander class skill tree that could lead to misunderstanding ěetter affinity and faction traits management You do not have the required permissions to view the files attached to this post. Activate the trainer options by checking boxes or setting values from 0 to 1.
#ENDLESS SPACE 2 DESYNC PC#
Option to allow AI governors to auto-scrap buildings Click the PC icon in Cheat Engine in order to select the game process. + Pool of heroes is refreshed (G2G) reset or replaced Ĕ new random events including stackable/escalating game events

Ĕ new heroes with their own biography and illustration + Max Invasion Limit is now 50% in fast and 12% in slow + Invasion progress is multiplied by 2 in fast and divided by 2 in slow + Locus point limit is now affected by the game speed + Bushido, revenge and other traits linked to a turn limit are now bind to the game speed + Ownership progresses 2x faster in fast and 2x slower in slow + Outpost are converted into colony in 15 turns (fast), 30 turns (normal), 45 turns (slow) New scrapping button for unnecessary improvements on the Empire view Yes, this game's DLC system works just like that of EL. Even playing with one other person the desync occurs less than every ten turns. The author of this topic has marked a post as the answer to their question. Gotta be honest I love this game but this much of a problem with multiplayer is kind of unacceptable at launch considering the amount of early access. Currently, I'm reinstalling the game, hope this will fix the desync problem. Improved blockade effects: now activated on guard and invasion only Thus, we cannot play further than the very first turn.
