Hey @Benderman8879
First of all, thanks a lot for the amazing coop mod, it’s been an incredible experience so far.
Unfortunately there’s a big problem with your mod: It’s not possible to reload saved games! For some reason your mod saves the multiplayer games as singleplayer games. This means savegames don’t appear as multiplayer saved games and therefor can’t get resumed. The saved games can only be loaded in singleplayer. Why does the game think those are singleplayer savegames? Is there a way to fix that? So that you can actually save & load, resume coop missions.
Another question: Did you manually customize the difficulties beyond Titan? Does Extreme & Legendary do more than just grant the AI a ressource multiplicator? Is it “worth” to play on higher than Titan?
Hello @Benderman8879,
we have a new AOM retold Patch in 24/04/2025
I was playing with my friend with 0 mods added only coop and after patch we have crashes and the “synchronization error” in diferent servers of USA, Brazil, EU and we try different lvls 17 to 22.
The cinematic loads completely but when you start to play the map and after approximately 5 seconds after the end of the cinematic you get a synchronization error. Hope you can help me
This error is in the steam version
log
Loading game file: coop-campaign\fall of the trident\21 old friends.mythscn
303531 00:05:03: MAP CODE: ‘none’
303531 00:05:03: WorldAssetPreloadingTime Begin Scanning
303531 00:05:03: WorldAssetPreloadingTime CivCollect 12.572400ms
303531 00:05:03: WorldAssetPreloadingTime CivCollect 60.109699ms
303531 00:05:03: WorldAssetPreloadingTime CivCollect 51.371601ms
303531 00:05:03: ModeTrack - leaving mode: 9 (ScenarioGame) to mode: 13 (SinglePlayer)
303531 00:05:03: ModeTrack - entering mode: 13 (SinglePlayer) from mode: 9 (ScenarioGame)
303531 00:05:03: WorldAssetPreloadingTime Begin Loading
303531 00:05:03: WorldAssetPreloadingTime Total 789.814087ms
PreGame 398374: BMPGame::setGameState – state [6]
PreGame 398674: BMPGame::handleMessage – lock settings.
PreGame 398674: BMPGame::handleMessage – lock settings.
100 00:00:00: ModeTrack - entering mode: 17 (Cinematic) from mode: -1 ()
34150 00:00:34: ModeTrack - leaving mode: 17 (Cinematic) to mode: -1 ()
40750 00:00:40: Out of sync - replay 0 session ID 18241655
41500 00:00:41: BSessionRelicLink::OnPartyEvent – MET_HostMigration Success: 1 Result: 0
41500 00:00:41: BMPGame::setGameState – state [8]
Unfortunately I don’t think there’s anything I can do about the savegames. While the game calls it a “mod”, all of the scenarios are just modified in the in-game scenario editor. If the game treats custom scenario saves as singleplayer games, then sadly that’s how it is.
Difficulties above Titan do add some modifiers to make the AI send larger armies and attack more frequently, but that’s the only difference at the moment (so you won’t notice any difference on levels where the enemy doesn’t have a base).
Hey @ColeTheTrain, I can’t think of anything obvious at the moment. Usually, a difference in mods/language would cause a desync pretty quickly during the cinematic, but the fact you only desynced 6 seconds after the cinematic rules those causes out.
Were you able to play any of the other levels before the patch, and if so, do you now get a desync in those levels?
When I find some time, I’ll give a few of those levels a try and see whether I also get desyncs.
So me and my friend have played perfectly fine up to mission 14 of FoTT then we hit campaign 15 of FoTT and we bug splat this is what the log says
1120225 00:18:40: Loading game file: coop-campaign\fall of the trident\15 let’s go.mythscn
1120225 00:18:40: MAP CODE: ‘none’
1120225 00:18:40: WorldAssetPreloadingTime Begin Scanning
1120225 00:18:40: WorldAssetPreloadingTime CivCollect 80.518303ms
1120225 00:18:40: WorldAssetPreloadingTime CivCollect 75.382500ms
1120225 00:18:40: WorldAssetPreloadingTime CivCollect 75.490501ms
1120225 00:18:40: ModeTrack - leaving mode: 9 (ScenarioGame) to mode: 13 (SinglePlayer)
1120225 00:18:40: ModeTrack - entering mode: 13 (SinglePlayer) from mode: 9 (ScenarioGame)
1120225 00:18:40: WorldAssetPreloadingTime Begin Loading
1120225 00:18:40: WorldAssetPreloadingTime Total 1558.373413ms
Then we bugsplat I hate to fully give up this mod but we tried almost everything.
We unistalled and reinstalled, tried different hosts, we did different voice mods. I ran out of Ideas if anyone else has any ideas.
Hello, are you going to finish making the Chinese coop campaign? I’m not starting it, because I want to experience it first hand with my friend. Should I wait more or are you not going to make the Chinese campaign coop? Thanks
Hi @Matej6541, I intend to finish converting the Chinese campaign at some point, but can’t give you a timeline. Since updates to the game have broken several existing levels, my plan was to wait a while longer, so I don’t need to spend as much time fixing coop levels as more updates are released.
Hey Benderman, Love the mod so thanks so much for that. Spent a whole lot of time using it to coop with a friend. Unfortunately for the past half year 3-5 missions from fott are broken and a few from titans as well.
Mostly due to the AI scripts breaking on startup. I was wondering If I could be of any of help trying to fix them? I do have an IT background so i’m mostly curious about your AI script debug workflow.
Hey @webshop, thanks for letting me know about the broken AI scripts! The scripts should be fixed now in v2.6 of the mod.
Since you’re curious about the AI scripts, I’ll begin with some context around how I manage AI scripts in this mod. Initially, my coop scenarios simply pointed to the same AI scripts used by the singleplayer campaign. This was convenient, since any updates made by the game’s developers to the AI scripts would immediately be reflected in the coop scenarios. However, these scripts aren’t designed to run on the Extreme or Legendary difficulties, so I had to copy all of the original AI scripts into my mod, making minor modifications to work with those higher difficulties. This unfortunately means I need to merge any AI changes into my mod whenever significant updates are released.
Most game updates add new functions and constants to use in AI scripts and some updates remove old functions and constants. In this case, a couple of constants had been removed, but were still referenced in my AI scripts. These changes are easy to spot when merging in the script changes in a code editor - I just need to be aware that the game has been updated and then find the time to sit down, merge in any changes, and upload a new version of the mod.
In terms of helping to fix these errors, really I just need people to let me know which scenarios or scripts are showing the error (there’s an advanced option in the game to show which line of the script contains the error, but I can’t remember what setting that is right now). In most cases, a screenshot of the error will give me enough information to start looking and notice what I need to change:
A DLC has been released in which you can play solo, but I would like to be able to play with a friend there too,
just like in the new DLC coming out on September 30.
We haven’t tested the mod yet, but if it works and we manage to do it, we’ll give it 5 stars right away.
Hey there, I want you to know that I have had a ton of fun with your mod and have introduced several friends to the Age series through this and we’ve all been enjoying it a lot. I was curious though why you took the mod down off the in game mod section? I know some of the missions don’t work, specifically 2: Consequences and I think 15: Let’s go if memory serves, but I really hope you keep working on it and keep it available. Even with the occasional issues, this mod is still one of the best things to happen to this game, and I really enjoy playing through it.
God bless and I hope you’re doing well over there. Keep up the good work.
EDIT: It’s back up. Not sure if that was on my end or not, but glad to see it’s available again. Again thanks for the good work. Hope y’all have a great day and are able to get things sorted.
Hi Benderman really appreciate your work in this mod been having a blast with friends but we were wondering if its possible to add another player or more? making it a 3-4 player coop i know it probably wont be as balanced and more work on your end so no pressure
It would be very fun for my group so having another player slot would be great to see, If its not possible thats completely reasonable again thanks for the work on this mod! it made us want to get better since we play super casually hahaha
Hi, not sure why the mod wasn’t available for a while there - on the mod page, it said it was flagged and under review. Presumably someone clicked the report button?
I did some testing on 2: Consequences, and found the game didn’t crash if the coop player changed their team to Random in the lobby after joining.
No idea why this only affects a couple of levels, but it would be great if you could try that and let me know if that works for you too.
Edit: did some more testing and confirmed that these crashing levels are due to a rather obscure bug related to players being added and removed from the scenario over time. I’ve reported that bug here: Multiplayer scenario crash after adding and removing players
In the meantime, changing the coop player’s team to Random before hitting ready in the lobby seems to work around this issue.
Hey @aomlearn, it would be possible to add another player (or two) to the levels, but unfortunately there are quite a few other things that need to be updated to get the levels to play properly (e.g. triggers that originally only looked at one player).
This is something I would consider doing for a selection of the larger levels in future, but I’ve got a lot of other things to do before then (Chinese and Japanese campaigns).
Just started today, great content to play with a friend ! My only complaint is that player 2 start with village center instead of a town center, making its start slower (train villager slower) and preventing any trade with caravan - not ideal, especially when my friend has a lower level than me.
other than that, it’s a blast, thank you so much for your hard work
You make a good point about the town center vs village center. I went with a village center for the coop player for a couple of reasons:
The smaller footprint made it easier to squeeze into the starting base
Not that balance was a big priority with these levels, but the reduced attack and HP of the village center makes the base a little less overpowered compared to two town centers
In terms of trade, both players should be able to send their caravans to player 1’s town center. I think the coop player also gets a 10% trade bonus for trading with an ally’s town center.
Failing that, it should be pretty straightforward for you to edit the scenarios and replace the village center in the editor. I think the game will still pick up the AI scripts from the mod even if you’ve saved a copy of the scenario elsewhere.
Let me know if that sounds reasonable, otherwise I’m open to making changes.