calvinus wrote:Quoted, quickest solution is to move towards a AgeOD-like PBEM engine. A "host" executes the end-turn operation and sends the .SAV & .MAP files to all "clients". On my side I'm going to develop the PBM feature described above, that will allow you to play the shared save files without having to tweak its content every time...
I agree, that would probably solve a lot of the issues. I think this is a great game with loads of potential, but it does seem to have a lot of desync problems that could be easily resolved with a "host" player. And I would think a simple video capture program could recreate a "Replay" file similar to other AGEOD games too.
Only bad thing about PBEM is the lack of employing the combat features in the game. This has such a neat combat model with reserves and all that can't be fully utilized without human interaction during the military phases. But I think that's going to be even more prone to desync issues, unfortunately.