For the second time this turn in my current multiplayer game I have to redo a large portion of my moves because the game did not save correctly. Do some of you guys have similar experiences?
I am cautious not to do anything else on my Win7 machine while the server save is running, zero internet traffic happens during my saves (no e-mail checks, no browser open), and YES I do use the save button when my gaming time runs out. So my bet is that this has to be a serverside problem. Do I have to sacrifice a rabbit or something to positively influence the saving procedure to prevent having to invest hours of game time for moving the same units again and again?
I consider it a major problem that we can't make a local copy of multiplayer turns. Each and every tiny data package travelling around the planet has a chance to get lost... If you want to prevent cheating you could have the machine send a single code (number of units moved for example, save file size and time stamp) to the server after each save, with feedback if this code was received properly or has to be sent again... The whole save file should only have to be sent when finishing your multiplayer move, so you could prevent hassling upload times and even more hassling saving mishaps.
I had to vent this, sorry. Axis breaking through this turn on all fronts, requiring me to move large front sections and all reserve units (investing several game hours and using up almost all of the generous soviet rail pool), and when I log in again to finish the turn I have to see that 80% of my moves are lost. My faith in current multiplayer technology of WitE is severely shaken...
The biggest threat for mankind is ignorance.