Some of it is funny too
like Mami wishing me luck in a conflict against herself!
I can confirm this issue in testing my own modpacks with cicero.Poking in from the MPMPM thread again. While play-testing a bare-bones build of Wish v20, I realized something terrible is afoot in Multiplayer that hasn't been addressed by Wish in any of its iterations.
Players who desync from the host (or otherwise disconnect from the host without saving the game) will find, upon rejoining the game, that their Grief Seed usage has not been properly tallied. They will return to the game finding all of the Seeds they'd earned so far remaining in their inventory, and their Magical Girls' SG deteriorated to whatever state it'd be in without having used Grief Seeds prior to disconnect. The net result, naturally, is mass witchouts, as this does not cut both ways and "forget" whatever SG luster was lost in combat.
I pretty much torture-test the Crystal Fire pack with an Australian...let's say "patron" despite the lack of compensation...who I get ~300ms of latency with via Steam matchmaking. He insists on hosting and/or playing as Demon Homura, so he's never experienced this phenomenon himself, and claims he hasn't seen it happen to other players in previous revisions (our most frequent third is about halfway between both of us in Seattle, and I've yet to notice her pinging out).
Can Wish's calls to TableSaverLoader be modified to activate on Grief Seed usage, cache the data to Player 0 as a backup in case of a nonhost hiccup, and retransmit to the affected nonhost player when they rejoin? Too many test games have gone pear-shaped thanks to these unscheduled witchouts.
The first thing you do is put in a copy of the original UI file (or you can copy mine or whoward's), make sure its exact name is UnitPanel.lua, and set it to VFS = true -- don't put it in as an InGameUIAddin!
After that, you'll search for the comment which says "Ranged Strength" -- that's where all the different possibilities for the third line of the UnitPanel are. Basically, you'll want to add an extra elseif clause and copy one of the other sets of lines (you'll need all of the SetHide stuff to properly show it, so just copying it is the best idea here).
Other than that, I can't say specifically without knowing exactly how you want it formatted. You'll want to play around with setting the szRangedStrength, rangeStrengthStr, and rangeStrengthTT to whichever converted text keys and numbers you need.
Edit: For a much more detailed tutorial on the UI, there's a great one by -- who else? -- whoward. But that's more suited to writing your own UI element from scratch...which is something I'm gonna have to tackle soon.
I don't know if it's an issue or not but when going through the database log I found something that goes: no such table: Civilizations_YagemStartPosition
I checked and the only thing that showed up when I searched for it was the Gilgamesh civ, it was the GilgameshYNAEMP file.
I've been going through my lua and database log for finding out what's wrong with Civ5 for me. Don't know if it's a serious problem or not but I thought I'd let you know.
I don't know if it's an issue or not but when going through the database log I found something that goes: no such table: Civilizations_YagemStartPosition
Another possible big thing, I used the CPP Events and Decisions with the latest version of Gilgamesh and my lua log was insane in size. Like just constantly repeating the same error over and over again. I made a new game without the CPP E&D and my lua log was back to normal size.
So there are some likely gamebreaking errors when using the CPP E&D and the latest Gilgamesh, just a heads up.