MP Mod Manager

Jaii der Herr

Chieftain
Joined
Dec 19, 2010
Messages
44
Hi, I just wanted to anounce that I lost hope in 2k providing a decent multiplayer patch.

Thats why I started to develop a CiV MP Mod manager in cunjuction with a mod that enables the active ai to human diplomacy known from single player games in mp games.

In the newer releases it checks if all players have activated the same mods in the pregame lobby (this is an incomplete check and will be expanded in future versions).

Currently supported are mods that don't use sql files.

This post is most likely not up to date. Please visit http://civ5.jaiiderherr.de for newest information. Please consider reading the changelog to be up to date.

I personaly have confirmed it to work with 2 simple mods:
JdH's Active AI Diplomacy in MP: http://steamcommunity.com/sharedfile.../?id=215112942
City Limits: http://steamcommunity.com/sharedfile...s/?id=80071068
Unit Path Viewer: http://steamcommunity.com/sharedfile.../?id=136124158
The last one has a bug in mp. I've not yet confirmed it beeing harmfull. Author has information about how to fix it anyway.
 
that sounds very promising,
ive been longing for civ 5 multiplayer forever

i shall follow the progress of this thread very closely
 
I just considered it stable enough to release it to the public.

JdH's MP Mod Manager can be downloaded from my server here: http://civ5.jaiiderherr.de

It is still in early development and push consisdent updates that won't work. If you know what you are doing you can accept optional updates. Only automatic updates will be considered as stable (there will be bugs in those versions too, exspecialy when I am tired late in the night).

I don't host a huge server. If there is a rush for my mod I'll have to take it down and look for other hosting places.


If you are interestet in active ai diplomacy have a look at my mod I just made public:
JdH's Active AI Diplomacy in MP
 
I would be delighted to help you out on this one as a tester.

Maybe you could shortly elaborate what your "final" vision with this mod is. As in would you like it to work with total conversion mods in the future or how user-friendly (no or little risk of corrupting files in original CiV) shall/ can it become?

A short description on how exactly the manager is working in the background/ what it is doing/ should be doing, will be helpful in finding any bugs.
If you need or want your feedback in german, just tell. ( I just figured you were german by your name).

You can contact me either here, via pn or mail web.christoph@yahoo.de


Sincerely
Chris
 
I´ll be testing this soon. We´d love to hear from you about your experience in regards to which kind of mod changes are likely or certain to work or NOT to work. We could then start a compatibility list ;)
 
what exactly does this mod do? allow you to play mods in multiplayer? Wasnt that impossible or something.
 
what exactly does this mod do? allow you to play mods in multiplayer? Wasnt that impossible or something.

My guess is it patches original game files using specified mods then players can play using the same altered/modded "original" game.
 
My guess is it patches original game files using specified mods then players can play using the same altered/modded "original" game.

This is how it works. In the newer releases it checks if all players have activated the same mods in the pregame lobby (this is an incomplete check and will be expanded in future versions).

Currently supported are mods with single lua-files (lua-files, that don't include modded lua files - e.g. mod that need lua files to be included in the vfs which don't replace original files won't work at the moment),
mods which import an altered gamecore dll,
mods that add mapscipts, even custom maps seem to work.

I'm not sure if it will be possible to support mods adding custom gui elements. But I'll have a look into it after I have solved the problems with multiple lua files.

I think mod's altering the gamedatabase or textdatabase can be supported in future versions.

I personaly have confirmed it to work with 2 simple mods:
JdH's Active AI Diplomacy in MP: http://steamcommunity.com/sharedfiles/filedetails/?id=215112942
City Limits: http://steamcommunity.com/sharedfiles/filedetails/?id=80071068
A work in progress version supports the following mod:
Unit Path Viewer: http://steamcommunity.com/sharedfiles/filedetails/?id=136124158
The work in progress version is not stable at the moment.
 
THANK YOU THANK THANK YOU
Right now from the numerous mods I have only two are supported:
1. AI in multiplayer.
2. Diplomacy values.

Not many, I guess only a tiny fracture of mods are dlls.
I read Gedemod did not want to use DLL way for his cultural diffusion, pity he's hasn't been around lately to ask him for dll versions for both diffusion and revolutions.
Which else mod can I use? I' going to test it tomorrow.
 
THANK YOU THANK THANK YOU
Right now from the numerous mods I have only two are supported:
1. AI in multiplayer.
2. Diplomacy values.

Not many, I guess only a tiny fracture of mods are dlls.
I read Gedemod did not want to use DLL way for his cultural diffusion, pity he's hasn't been around lately to ask him for dll versions for both diffusion and revolutions.
Which else mod can I use? I' going to test it tomorrow.
You can only activate one mod with a DLL.

:crazyeye: you don't need any mod manager to do that :lol:
Even though I already made an aditional huge progress in understanding how mods work:
Can you please tell me how I can add gui elements to an multiplayer game? This information can shorten my development time a lot (or it will make it longer, if you are trolling me).
 
I guess that the problem is the language of the installer, so most of the people could click on the wrong icon thus ending the installation process. However THANK YOU it's 4 years since I was waiting for someone to be able to fix this awful limitations about mods in multiplayer mode. I will follow the progress of this mod.. please don't give up and let the mod support more different kind of mods if it will be possible!! :)
 
Well, I messed a bit with the click-once deployment. Seems like you have to reinstall the application now.

I completly rewrote how mod files are imported into the game files. In the new system only a few original files are replaced. The new system should be more safe and as a great addition it is more compatible.

Mods with Text-XML-Files (like InfoAddict) are now supported.
 
Will saves work with new version?
I'm getting a lot of empty deals of AI fallowing real deals, I believe this is because "deal no longer valid" thing now bugs even among player deals.
 
Will saves work with new version?
I'm getting a lot of empty deals of AI fallowing real deals, I believe this is because "deal no longer valid" thing now bugs even among player deals.

There was no change in the AI Multiplayer mod. Perhaps this is a bug I haven't seen yet. Can you give me a save where this bug happens?
 
Thank you for working on this, Firaxis would rather see modders go themselves than support them on MP.
Have you tried it with scenarios?
 
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