Do you mean it happens all the time in all maps, or just in this map? The vote delay shouldn't make any difference, it only saves when a majority vote is achieved. However, this bug should be easy to fix! Next time it happens, please ask everyone to send me the 3 files: MapsMP\paused.sav + .bas + .rpl. With those files from all players I can see why the saves don't match and fix the bug (but I need multiple players including the host to send the files to me otherwise it won't work).
Managed to get the "cheat" bug... attaching files here.
1v1 over local LAN, no AIs, no PeaceTime, chose Engineer and Explorers, went back to Lobby as soon as both finished their Inn.
EDIT: @Esthlos: There's a bug in your script which caused a crash report sent to us. In OnHouseDamaged you check States.UnitOwner(aAttackerIndex), but aAttackerIndex is a player index not a unit index. So you don't need to use UnitOwner.
Oh, thank you. I'll fix that.
EDIT: Wait, this makes no sense... if aAttackerIndex is the player, how come that States.UnitType(aAttackerIndex) recognizes the unit type that damaged the house?
(When I tested it, it correctly added 4 bonus damage if the attacker was melee and 2 if was ranged, so it must be working somehow)
(aAttackerIndex couldn't coincidentally be the unit ID too, since I tested it with every soldier type in a single game, after adding them all with the editor... I'm testing it again now)
EDIT2: I'm sure that States.UnitType(aAttackerIndex) correctly recognizes the unit type.
EDIT3: Trying to use aAttackerIndex instead of States.UnitOwner(aAttackerIndex) makes the script crash.
EDIT4:
Lewin, I'm sure that aAttackerIndex is the unit ID... it can't be otherwise. Can you check it please?
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Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"