It's true that starting with a different seed number will give different combat results, but the problem seems to be deeper than that because some replays work. As in RTW, the problem may well be associated with certain unit types having their combat results calculated differently on different cpu's. The problem was fixed in RTW v1.2, but it took considerable effort to track it down. The problem resurfaced in RTW v1.3, and my understanding is that it was corrected in RTW v1.5.Originally Posted by Dionysus9
Bookmarks