Bugs in sleepminister events
Instead of making a new thread i thought i would start out by asking you guys, since i gues there would be accumulated a lott of multiplayer experience in this group.
Now to business. I have gotten reports about people in multiplayer games getting to much dissent when a death event occcurs. Example could be when King George the V dies and Edward 8 gets installed as HOS in UK. It looks like the game swaps minister more than once. Now my theory about this error comes from the sequence of commands in the death events.
In general the events first sleeps the current minister and then in next command installs the new. This sequence combined with internet lag between host and klient results in following sequence of events.
1 event trigger player press ok
2 first command gets executed and sleeps current minister.
3 Internetlag delays second command so game installs a minister that fits.
4 second command gets executed and installs the minister which is supposed to get installed.
Effect of this sequence of events will be that the minister has been changed twice and therefore player will get double the dissent. Now how unlikely the above sounds, this is the only explanation i can find for the extra dissent players have seen in multiplayer but never in singleplayer.
What i would like for you to do is:
1. confirm if you have seen the error with to much dissent in
multiplayer games.
2. change the events command sequence in death_events.txt
from:
Code:
action_a = {
name = "OK"
command = { type = sleepminister which = 1001 }
command = { type = headofstate which = 1031 }
}
To:
Code:
action_a = {
name = "OK"
command = { type = headofstate which = 1031 }
command = { type = sleepminister which = 1001 }
}
With this sequence the new minister gets installed first and then the old get sleept, this should avoid any internet lag issues with these commands.
3. Report back if you still has weird extra dissent happening only in multiplayer games.
The reason i need help to test this, is not because iam lazy

But because to conclude anything with regards to random errors like this, we need a fairly high amount of multiplayer games, before anything can be concluded.
Ohh....if this is a known problem and you have already fixed it, that would be even better.
thx in advance for any help with this.