Desync problem with starbase creation misery

Hi all,

I'm reaching out to the illustrious modding community to help me solve a wierd issue I'm getting with a starbase creation causing a multiplayer desync error.

In Singleplayer mode... OK

there is no issue, though having said that when the mod loads it does flash a seemingly irrelevent error message that I can't seem to resolve. Even if you make the new faction simply build a pure Tech starbase it still gives an error (maybe hardcoded limit?)

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/EntitySystemHelpers.cpp(694)
starBaseName == sourceAbility->GetIAbilityPtr()->GetDef()->m_buffApplyAction.entityTypeToCreate

In Multiplayer mode... SYNC ERROR

is where the issue occurs.

With the Empire faction, the starbase is created normally.

With the Alliance faction, the constructor is told to build the starbase but once it gets to position and is ready to build an error flashes up for the other multiplayer (or whoever isn't the person building the starbase)

Asset @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity/Interfaces/IBuff.cpp(4495)
allStarbases:Find(def.entityTypeToCreate) != allStarBases.ConstEnd()

Any help appreciated. You can download the Requiem Diplomacy mod and the latest patch from http://sins.imperial.cc

9,599 views 5 replies
Reply #1 Top

Or even more generally, has anyone ever heard of a desync error that has been caused by a mod? I didn't think it was possible until this one.

Reply #2 Top

Still looking for any resolution to this issue.

Is anyone else having issues with custom entity starbases in multiplayer games causing desyncs?

Can someone remind me what is the correct way to report a bug to Ironclad?

Reply #3 Top

Without experiencing the issue personally, by best guess would that there's a corrupted file in your download that's causing your version of the mod to not match others'.  You might try redownloading the mod.  Otherwise, there's something wrong with the reference in the alliance starbase deployment ability.

Reply #4 Top

 I am no coder by any means but could it possibly be the name of the star base within the deployment ability that might be causing the error?

starBaseType "StarBase_ALL" 

In reading the error messages it just seems to me like it might be causing confusion as in maybe there's references within the hard coding for all star bases. That's my 2 cents or maybe no sense at all, just thought I'd throw it at you since you didn't get much response yet. I'll check back as I'm really curious to find out what the solution to this problem is.

Reply #5 Top

As a point of closure on this, I finally worked out that Diplomacy actually doesn't use the String name to locate the Starbase names... it seems to look up a specific location in the Strings file and use that as the start point of starbase names. In my case, the Alliance and Empire had their starbase names starting at a random place in the Strings file but when I shifted around the location of the names I got different starbase names (for the first starbase created) and magically the de-sync error that occured when Alliance spawned a starbase in multiplayer mode went away!

I'm going to attempt to flag this to Ironclad to get it fixed, but if you're getting strange names for starbases or getting de-sync errors when spawning stuff in multiplayer: try re-arranging the order of your strings.