Watched it my own self now.
It was around 18:55 on the lower middle elevated hill (transport truck was on top of the hill). This time the units were indeed going all over the place. There were earlier instances of the bug happening, but they didn’t affect gameplay. For example, one time the walls of the same hill caught the units that were unleashed near the base of it.
Otherways the gameplay was not so very great at all, might have had to do with the fact that it was vy late at night and both of us were rather tired. We both totally ignored the lower pathway… propably because of the game on the last replay, where that place had been mined solid.
Desyncs… that win/lenooks/osx pointer bug affecting replays isn’t the only one I suppose. We both playing on 94.0 64 bits multithreaded gave us live desyncs every time, and he playing with own compiled version of 94.1 on 64 bits debian (instead of the official statically compiled binaries) gave us desyncs at least every other time.
Which spring version introduced the turret hits problem?
I know Nemo is on osx nowadays but imo we’d be all better off if we went back to 91.+patchlevel until these nasties have been caught.