@tad any theories on why that is?
We play in e large maps here but we tend to have good net connections.
we have theorized that larger maps encounter some sort of steamworks time out due to the data size if it's transferring over a slower connection.
Can you add me as a friend in Steam? I'll try playing with you.
I play on GoG (same id tad10 ) - so unfortunately can't add you on Steam but my friend and I would happily play you on the GoG client. It's very consistent - we played on three map sizes, Huge, Medium and Small. Huge blew up immediately on us. Medium lasted a fair amount before blowing up. Small lasted several hours before blowing up. These were all two player games and both of us have broadband > 1Mbit connections.
I submitted tickets with save games to Stardock in the prior patch but both tickets were closed as the only suggestion was to use the opt-in patch which is not accessible to GoG client.
Anyway, at a certain point map redraw starts getting fairly slow and if you click too fast or too much a crash is certain.
Possible Issues: I run an older machine: Win7 w/ 6 GB memory 1GB GPU (i7 two cores), He is Win10 12 GB also 1 GB GPU, not sure on processor. I would say that 75% of the crashes are mine.
The thing is we can deal with memory leak crashes (which seems to be the issue given the straight line correlation between size of map and speed to crash) and having to restart our respective copies of the game. The real problem is the inability to recover from the autosave - or any save for that matter. Any attempt to recover never gets past the GoG client MP player re-join screen: from the 8 May MP issue post by some other guy it seems we're not the only ones having issues with recover from an autosave. In our case: the person trying to join the game just gives a disconnect error and never sees the Ready screen, the player who loaded the autosave just sees the player trying to join as 'exiting' even though he never was shown as entering. Fix that and we're happy to ignore the memleak crashes for months.