I'm not sure how or if this bug happens in single-player games, but here it is in multiplayer (at least, in my network LAN games.)
The bug mainly occurs when two different computers of widely different speeds play eachother. As soon as the launch button is hit, one of the computers will load faster than the other (as is expected.) On that persons screen, the game is there normally and the victory conditions pop up. If he hits start game, everthing is still fine, however if he then does ANY action, such as building troops or diplomacy or something, BEFORE the other computer is finished loading, or before the other computer has hit start game if that option is available, the game clock will NEVER advance. It will be forever stuck at the start date (whatever it was, be it a savegame or scenario.) Pausing/unpausing will not help, the only thing to fix it is to reload.
The workaround is relatively simple: make sure every player knows not to click or do anything except start game until the days start counting.
I propose fixing this by preventing the user from doing anything (as in, make it stay at "waiting for other players") unil every player is loaded and ready to recieve data.
The bug mainly occurs when two different computers of widely different speeds play eachother. As soon as the launch button is hit, one of the computers will load faster than the other (as is expected.) On that persons screen, the game is there normally and the victory conditions pop up. If he hits start game, everthing is still fine, however if he then does ANY action, such as building troops or diplomacy or something, BEFORE the other computer is finished loading, or before the other computer has hit start game if that option is available, the game clock will NEVER advance. It will be forever stuck at the start date (whatever it was, be it a savegame or scenario.) Pausing/unpausing will not help, the only thing to fix it is to reload.
The workaround is relatively simple: make sure every player knows not to click or do anything except start game until the days start counting.
I propose fixing this by preventing the user from doing anything (as in, make it stay at "waiting for other players") unil every player is loaded and ready to recieve data.