Corpus: 73 videos | Date range: September 2, 2025 -- March 5, 2026 | Total runtime: ~187 hours
| Content Type | Count | % of Corpus | Total Hours | Avg Length |
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| using System.Reflection; | |
| using HarmonyLib; | |
| using TenCrowns.AppCore; | |
| using TenCrowns.GameCore; | |
| using UnityEngine; | |
| namespace GallicWars | |
| { | |
| /// <summary> | |
| /// Harmony patch that fixes a game bug where AppMain.StartGame() copies the |
External (user) scenario mods that include -add.xml files for StrictModeDeferred info types (bonus, goal, event, eventOption, eventStory, goalReq, etc.) silently fail at game start with "Version mismatch" in the log. The root cause is that AppMain.StartGame() creates a new ModPath for the server but never copies the strictMode flag from the controller's ModPath, causing an asymmetric CRC computation between server and client.
Internal (DLC) scenario mods are unaffected because their files bypass OpenModdedXML/AddCRC entirely.
The host stops verifying its Unity Relay allocation once all player slots are filled. The Relay eventually expires. The next person who browses games triggers permanent deletion of the game listing from DynamoDB. Spectator games are the only case where this matters — they need to remain joinable after all player slots are taken.
UnityTransportComponent.OnUpdate() — host match verification loop:
| { | |
| "generated": "2026-01-31 13:55:05", | |
| "summary": { | |
| "endpoints_tested": 32, | |
| "successful": 32, | |
| "failed": 0, | |
| "unique_issues": 6222 | |
| }, | |
| "issues_by_type": { | |
| "type_mismatch": 68, |
There is NO mechanism that forces one player to experience a calamity within 4 turns after another player experiences one. However, there is a sophisticated balancing distribution system that makes it more likely (but not guaranteed) that calamities spread between players.
Family seat courtiers (Traders/Merchants, Patrons/Ministers) are cloned between players who found their family seat on the same turn. Both players receive courtiers with identical gender, name, ratings, archetype, and adjective traits.
Medium - Affects multiplayer balance and immersion when multiple players select the same family class.
This report documents an investigation into the random number generator (RNG) implementation used in Old World for character generation, specifically examining whether consecutive characters (such as courtiers granted to multiple players choosing the same family) could have correlated traits.
Key Findings:
Courtiers granted by family seat bonuses are not mirrored between players in multiplayer or hotseat games. Each courtier receives a unique deterministic seed based on their Character ID, resulting in independent trait generation.
Only two family classes grant courtiers when founding their seat city:
| -- ---------------------------------------------------------------------------------------------------- | |
| -- Stored Procedures for querying GFTS data from the State of Delaware in a MySQL database. | |
| -- | |
| -- Copyright 2010 Mark J. Headd | |
| -- http://www.voiceingov.org | |
| -- | |
| -- This file is free software; you can redistribute it and/or modify it under the terms of the | |
| -- GNU Library General Public License as published by the Free Software Foundation; either version 2 of the | |
| -- License, or (at your option) any later version. | |
| -- This file is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |