CPP as multiplayer modpack

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Warlord
Joined
Feb 24, 2015
Messages
152
Well, I managed to pack the CBP 08-06 EUI version. Download here:

Here you go:
https://mega.co.nz/#!LB0HWQAR!IsP_C6GTW4nnM0TvWQ14MYg-90KM1L0bVYQNJw_90pM

Unzip it into your Steam/steamapps/common/Civ5/Assets/DLC folder, as normal.

If you're unfamiliar with modpacks - they make it so you no longer have to activate mods through the MODS menu ingame, it starts with CPP already activated. Downside is that you can no longer play vanilla BNW or any other mods until you remove the new folders from your DLC folder again.

I need some help testing it!

Current problems:
  • New version, undergoing testing!
  • :)
 
Desyncs every couple (~3-7 turns) in multiplayer. Maya, Chinese were the human players. I forgot the AI civs, I'll have to look again tomorrow.
I normally get desyncs every 2-3 turns when I try playing multiplayer without mods, so this is clearly an upgrade :D
 
Yeah, we used to have desync and long turns every 2/3 turns before with a group of friends. However it's much better now, so I guess it was linked to a connexion / computer.

Test if you got desync without the modpack first, and then test with it.
 
So any idea what could be causing these desyncs?

Anything I can do to find out what's causing them?
 
Willing to play some MP with this patch. US timezones, shoot me a PM or reply.
 
I've been getting crashes with this modpack in multiplayer. Works fine until we end our turn at which point both of our clients crash. It happens consistently 100% of the time on the first turn. Any ideas?

EDIT: nevermind, friend put it in the dlc folder UNZIPPED. *headdesk intensifies*

Getting desyncs almost every turn but I doubt that's the modpack's fault.
 
Yea I got lots and lots of desyncs last time too. I don't know enough about how Civ multiplayer works on a technical level to make guesses as to why :/
 
I guess is something in CBP that is causing the desyncs, we already have modpacks that include the other mods from CPP where those desyncs don't happen.
 
I did some testing with a friend today. Things we found:

  • Desync every turn in a two humans + [4 or 2] AI games
  • No desyncs with just humans, meaning no City States, No barbs (but ruins!)
  • Desyncs turn 14, 20, 21, 22 (then we stopped) with just 2 AIs + 2 Humans, no barbs, no city states (Prince difficulty)

Layman's speculation: The AI build order decision making random could be flawed (i.e. non deterministic/non seeded random?), maybe unit moving as well, so it desyncs every (couple) turns.
 
I did some testing with a friend today. Things we found:

  • Desync every turn in a two humans + [4 or 2] AI games
  • No desyncs with just humans, meaning no City States, No barbs (but ruins!)
  • Desyncs turn 14, 20, 21, 22 (then we stopped) with just 2 AIs + 2 Humans, no barbs, no city states (Prince difficulty)

Layman's speculation: The AI build order decision making random could be flawed (i.e. non deterministic/non seeded random?), maybe unit moving as well, so it desyncs every (couple) turns.

did you test with or without the CBP? That might help me narrow it down.
G
 
If you get the chance, try it with just the CP and see if it desyncs. That'll help me debug this.

This modpack includes only CP and doesn't have desyncs:
civaddiction's modpack

EDIT: Created a modpack without CBP, includes CP (5-23), C4DF (4-15), CSD (5-2) and More Luxuries (v 155), need some more time to test it. If anyone wants to try it, get it here
 
If you get the chance, try it with just the CP and see if it desyncs. That'll help me debug this.

G

Does this imply that it could be an issue with the modpack and not civ multiplayer? This would mean it's possibly fixable and good news.
 
Jmigfer7 and I tested CP+C4D+CSD for a short while yesterday. Apart from barbs routinely leaving their camps and returning the following turn a 2player duel (no AIs, 2 CityStates) went comparably decent, desyncs every ~15 turns, Prince difficulty. Full on small map with 4 AIs, City States and us two desynced about every second turn, if I recall correctly.

Jmigfer7 wanted to playtest a bit more with someone else, maybe he can offer some more insight.
 
Jmigfer7 and I tested CP+C4D+CSD for a short while yesterday. Apart from barbs routinely leaving their camps and returning the following turn a 2player duel (no AIs, 2 CityStates) went comparably decent, desyncs every ~15 turns, Prince difficulty. Full on small map with 4 AIs, City States and us two desynced about every second turn, if I recall correctly.

Jmigfer7 wanted to playtest a bit more with someone else, maybe he can offer some more insight.

'Full on small map' = CBP?

G
 
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