CivAddiction’s Multiplayer Modpack – CP+CSD+C4DF+Serp’s+And More! (BETA)
I made this to demonstrate that CP+CSD+C4DF could be successfully incorporated into a MODPACK. It did take some extra steps to get it to work, but it is certainly playable. I am currently testing it in a true multiplayer game, but I wanted to share what I have so far with you all.
Hi civaddiction
If you really got this modpack combination to work it is great!
But from my experience I have so far... I do not believe it, so I will ask some questions
First the things,why I think it can't work. Please explain why it does
1) Which version of CSD+C4DF do you used? I made a small modpack with only these mod before and used the versions from whoward, which were compatible with his "various dll". Normally these both mods require each one dll, but with whowards version it is possible to play with only whowards dll. I think you don't have the "various dll" in your modpack, so how do they work?
2) I use the EUI with my modpack, you too? I ask because in my CSD+C4DF modpack was a small comptibilty issue:
http://forums.civfanatics.com/showthread.php?p=13773999#post13773999 and I guess there are some more which I did not found so far.
3) It seems you uses mods from my modpack/from whoward that need the "various dll", don't you? If so, those mods won't work without the dll...?
4) InfoAddict: I don't know why, I also had this in my modpack before, it causes crashes to desktop when I clicked "Back to main menu" in about 70% of the time. Since the game needs alot of time to load(especially on old computers), I decided to remove it and now there are no crashes.
5) Quick Turns (v 10): I had this in my modpack, too. But it does not work in multiplayer. If one of the player change the settings, it will change for everyone, but without showing this in the UI. Also the exact settings, like "only barbarian move slow" or something like that do not work in multiplayer. That's why I removed it.
6) R.E.D. Modpack: I thought this modpack need a own dll? That's why I only used the Ethnic Units mod in my modpack. I think there are multiple versions of R.E.D. modpack out there, from where you got it?
Now my comments to the use of the mods

:
6) Fortress Borders (v 2) (Unaltered Version): I don't think the Unaltered version is good... If you want the forts to have this ability, just change my lua script that way. But I added some other important functions in the lua code that are really improtant for balancing. I don't think it is wise to play with the unaltered version, since you can exploit this mod in many ways (e.g. just build forts around your city and remove them -> you get land for free which will not go back to nature).
7) Units - Colonists and Pioneers: I also expierenced a runtime error with this mod. It was every time a non Colonist/Pioneer founded a city. Therefore I added this line into the lua script: " if (pPlot:GetUnit(i) == nil) then return; end " . If you use my version of this mod: Is it still the same part of the lua that causes the runtime error? Or is it another line?