Excessive game crashing

The game has started crashing almost every day I attempt to play. Freezes and after a few seconds I’m dropped to the desktop. Seems to happen after about an hour. If I restart the game after a match then it works fine.

Here are the logs I found from the crashes.

Any suggestions?

-- Log file for all messages not properly caught --

21:53:14.163   WorldwideAutomatch2Service::OnHostComplete - we're not polling at the moment, ignoring
21:54:08.003   WorldwideAutomatchService::OnJoinComplete - automatcher is no longer active - ignoring
21:54:49.781   WorldwideAutomatchService::OnJoinComplete - automatcher is no longer active - ignoring
22:47:12.260   WorldwideAutomatchService::OnJoinComplete - automatcher is no longer active - ignoring
23:20:21.640   SessionManager::Process() - Warning - Time between calls was 3643 ms, time waiting for lock was 0 ms
23:20:21.640   BattleServerRelay::Process - 3643 ms between calls!
23:20:21.641   BattleServerRelay::Process - 3642 ms between calls!
-- Log file for all messages not properly caught --

20:43:36.057   WorldwideAutomatch2Service::OnHostComplete - we're not polling at the moment, ignoring
20:44:25.401   WorldwideAutomatchService::OnJoinComplete - automatcher is no longer active - ignoring
20:45:18.504   NetworkManager::DispatchEvents() - Warning - Time between calls was 2946 ms
21:13:00.744   BattleServerRelay::Process - 131 ms between calls!
21:13:00.744   BattleServerRelay::Process - 131 ms between calls!
21:18:09.713   NetworkManager::DispatchEvents() - Warning - Time between calls was 2598 ms
21:18:10.098   NetworkManagerInternal::FlushJobs - flushing remaining (3) dynamic jobs:
21:18:10.098   Dynamic job DisconnectAsync still running
21:18:10.098   Dynamic job WorldwideLeaveAdvertisementAsync still running
21:18:10.098   Dynamic job DisconnectAsync still running
21:18:11.042   NetworkManagerInternal waited 944 ms for async jobs to complete successfully
21:18:11.042   NetworkManagerInternal::FlushJobs - flushing remaining (1) dynamic jobs:
21:18:11.042   Dynamic job LogoutAsync still running
21:18:11.680   NetworkManagerInternal waited 638 ms for async jobs to complete successfully
21:18:12.325   Unloading step: [Additional crash information]
-- Log file for all messages not properly caught --

20:25:13.291   WorldwideAutomatch2Service::OnHostComplete - we're not polling at the moment, ignoring
20:25:45.959   WorldwideAutomatchService::OnJoinComplete - automatcher is no longer active - ignoring
20:26:33.907   NetworkManager::DispatchEvents() - Warning - Time between calls was 2618 ms
20:26:39.774   NetworkManager::DispatchEvents() - Warning - Time between calls was 5869 ms
20:42:11.191   SessionManager::Process() - Warning - Time between calls was 2730 ms, time waiting for lock was 0 ms
20:42:11.192   BattleServerRelay::Process - 2730 ms between calls!
20:42:11.192   BattleServerRelay::Process - 2731 ms between calls!
-- Log file for all messages not properly caught --

19:48:38.644   WorldwideAutomatch2Service::OnHostComplete - we're not polling at the moment, ignoring
20:01:51.920   WorldwideAutomatchService::OnJoinComplete - automatcher is no longer active - ignoring
20:45:24.198   NetworkManager::DispatchEvents() - Warning - Time between calls was 5324 ms
20:45:27.389   BattleServerRelay::Process - 288 ms between calls!
20:45:27.389   BattleServerRelay::Process - 288 ms between calls!
-- Log file for all messages not properly caught --

15:19:53.312   WorldwideAutomatch2Service::OnHostComplete - we're not polling at the moment, ignoring
15:20:58.478   WorldwideAutomatchService::OnJoinComplete - automatcher is no longer active - ignoring
16:13:28.708   NetworkManagerInternal::FlushJobs - flushing remaining (3) dynamic jobs:
16:13:28.708   Dynamic job DisconnectAsync still running
16:13:28.708   Dynamic job WorldwideLeaveAdvertisementAsync still running
16:13:28.708   Dynamic job DisconnectAsync still running
16:13:30.045   NetworkManagerInternal waited 1337 ms for async jobs to complete successfully
16:13:30.045   NetworkManagerInternal::FlushJobs - flushing remaining (1) dynamic jobs:
16:13:30.045   Dynamic job LogoutAsync still running
16:13:30.694   NetworkManagerInternal waited 649 ms for async jobs to complete successfully
16:13:31.149   Unloading step: [Additional crash information]

Similar story. Game is actually a SHIT. Half aomunt of my team games finish during loading, when I am kicked out of game. And I am still losing points like that. Shame on devs for the actual state of the game

Try with LAN (cable) instead WLAN and you’ll be happy.

I’m wired with a symmetric 500mbs connection. Ping is around the 40ms mark.

The logs you’ve cited indicate a connection problem.
Unluckily this can have many reasons. Beginning from your router over firewall upto certain Windows OS settings. But also any antivirus/-malware program might obstruct a proper connection.

And no: not as @Jergosurb has annouced “Shame on devs” - it’s just “blame your system” where’s something wrong.
Best bet: engage a friend with good knowledge about network to investigate your system and resolve the problems.

My game has been crashing like every game also i’m not sure why, how do i fix?

I previously was on a poor 4G connection, 20mbs down, 10mbs up and a ping of about 70ms. When a ping spike occurred the game would pause for a few seconds and then quickly catch up in a second or two and continue normally. A hard crash on a network issue sounds like a bug as I’m not experiencing any other problems, other games have no issues.

Start by looking here C:\Users\{user}\Documents\My Games\Age of Empires IV\LogFiles for files containing unhandled in the name.

There is nothing wrong with my system, dude. I know what I am saying, I know how much I have invested and how it works. With other games there are no problems like this. AoE IV have a huge problem with servers and matchmaking, with multiplayer in general, and if I will blame anybody for it, it will be devs, becuase they get paid for making game, and when their product dont work as should, shame on them!!!

1 Like

This post was flagged by the community and is temporarily hidden.

1 Like

I don’t see how it was a bug, no,
it depends on how the game was designed and how it was made to work, bug would be the sync errors where the game fails to recover

in your described case it seems that the game is waiting for the network information to continue (nothing wrong because it is an online game), now imagine if you have packet loss and you continue the game without connection? when you come back your units will have a quick advance for the other players suddenly? something not fair to the other players, or a rollback in your game to synchronize with what’s on the server? your game has to keep up with other players, no player is to blame for your network problems and there is no proper solution to your problem if the server does not receive the necessary information

But you are aware, around 90+% of all MP participants don’t have problems? See MP streams on YT, Twitch, etc. A general bug would affect much more people, wouldn’t it?
So plz don’t tell me, it’s a program failure (=bug). Also if you experienced, other games work well in MP, other games have other MP methods and the reason for connection failures are most probably somewhere in your system.

The case I described is what I had experienced previously on a really poor connection.

Rollback? Of course not.
If I have some packet loss, that means I’m desynced, meaning I’m lagging behind the real game state of the server. This in turn means all my commands are ignored while I’m lagging behind. The game should keep on playing normally once my game catches up again. This does not affect other players, their game keeps running as is, and only the player with connection issues is affected.

The game should not crash on a network issue. Given that the logs are found in a file named unhandled exceptions I still think it is a bug. There can be bugs that affect just 1% of the users.

1 Like