Any interest in GMR with mod/mapscript?

Banman

Prince
Joined
Nov 28, 2010
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Location
Massachusetts
Would anybody be interested in playing a GMR game with the PerfectWorld3 mapscript and/or infoaddict and/or other mods in place? Personally, I really enjoy the maps the PW3 mod produces -- they feel more realistic, though they can be gnarly to deal with. There's less local terrain variation, and the terrain juxtapositions on average seem more realistic (big mountain range beget river valleys, deltas formed at the coasts, etc.). I also like to use infoaddict in single-player play, it almost restores the amount of available information in civIV.

Since most of my ciV gaming these days is GMR, and I've noticed both of these mods have been updated for G&K, I've got a bit of an itch to get them into a game :)

As far as I can tell, PW3 should be no problem in GMR, I'm not sure if infoaddict would work one way or the other. GMR seems to be supporting scenarios, so I'm guessing mods might work too?

Who would be in? I'd be open to trying other mods as well if folks have got a favorite that works well.
 
Actually, you wouldn't have to -- since it only makes the map, only the host (me) would need to have the PW3 mod ... but everybody would probably have to have any other mod that was being used ingame ...
 
Well, i'm currently planing a 'Echos of Ages - Civilization Plus+' game with GMR. Would be nice to have some of you in...

Link to thread

doesn't look like the group over there is into doing a mod game ... would be happy to give echoes of ages or call to power a spin, happy to host it too but I think would be best to keep mod-based game discussion in a dedicated thread, have also had bad experiences with 8+ players in a game on GMR (too many folks randomly quit, sucks the fun out)
 
You're right Banman, seems the don't give mod's a chance.

Well, actually i'm testing CCTP...obviously it is more like a scenario as it only allows the world map with it's requested goods. The included random-map-generator isn't functional and i only get placed in water -> end of game in first turn. :p

CCTP is more colorfull while EoA is more commonly. Both seem quite stable to me.

How about a quick-and-dirty testing round of CCTP on a small or tiny map size?
 
Ok, quick test CCTP game is up and private.



DLC:
- GOTY (Polynesia, Mongolia, Denmark, Spain, Inca, Babylon)
- Korea
- WOTAW

Mods:
- Comunity Call to Power (doesn't work with PerfectWorld3)
- InfoAddict

Speed:
- Epic or mod driven

Map:
- Small or mod driven


If test fails we have to try a 'Scenario' startup with CCTP...

HF :)

Skukkuk
 
I'm not able to join the CCTP Scenario one -- at the GMR web site I keep getting a server error (?)

I'm going to make a test game with just PW3
 
Well, i tested Basic Mod, same as Total Mod. As for Scenario, i just took the former CCTP save and submit it, but i never could open up the AI slots for players.

Seems the mod support for GMR isn't working as it should...or we make common mistakes at startup. Can't even imagine why it wouldn't work.
I'll start a usual G&K + DLC next till it runs with mods.
 
In Scenario GMR games, players replace AI players when they join the game by selecting the civ they want to play as. We can't have open slots because the save file has a set number of players in it that we can't change.
 
Well, banman can't join the mod scenario game i opened up.
Same as we could not start any mod game as regular hotseat. Civ5 all times CTD.

We would be glad to hear any idea how to handle the offered mod game for GMR. ;)
 
We can't seem to reproduce the problem with joining scenario games. What's the URL to the specific GMR scenario game that's having problems?

As for a mod save crashing to desktop, it could be that a mod has some sort of problem with GMR's mod support. The CCTP mod may have problems because of its strange setup (where it has you rename a folder).
 
Hey, thx species.zero!

Argh...i allready surrendered the CCTP and the Echos of Ages mod game as it didn't work. Probably brandon39 could post the link to it...

I could only offer the CCTP setup with GMR scenario choosen starter, but it's the same file from the CCTP i used for basic mod starter.

http://multiplayerrobot.com/Game/Details/1547

At all setups i could send in the first save and got the notice in GMR robot window to do my turn. After loading i crash, mostly with directX error notice or civ5.exe error notice.
As for my point of view, the modded files aren't loaded.

Besides, i could not load any mod game of civ5 by simply load it in first window. I have to go through the games mod loading procedure completely to load a mod-save.

If i remember right from the text, Echos of Ages should allow GMR games. Sry about, but it didn't work either for us.

Cheers!
 
Okay, so I was able to join the scenario game just fine. I would suggest that banman perhaps try a different browser?

As for GMR mod games, they are not loaded through the Mod menu of Civ V. Civilization will attempt to load any required mods regardless of where you load the save file from. For example, if you make a modded game, the save will still appear in the Single Player menu, and when you try and load it, it will load the necessary mods for you. The same applies to hotseat games created through GMR and loaded through the Multiplayer menu. The problem is, there's a bug with Civ V where this doesn't work with specific mods, such as mods that add new civs. Having just tested it, I can confirm that this also applies to the CCTP mod, and it therefore it won't work with GMR at this time.

We may, however, have a workaround for this in the future that would involve loading the file as if it were a single player game from the Mods menu. In practice, it would be a little tricky because you can't load a hotseat game from the Mods menu.
 
For example, if you make a modded game, the save will still appear in the Single Player menu, and when you try and load it, it will load the necessary mods for you.

Well, at least here i see the problem. I couldn't even load the hotseat of the mod games i started myself. I guess the file is ok. GMR is working fine and provides the changed hotseat save to give orders. But i can't load it.

The problem is, there's a bug with Civ V where this doesn't work with specific mods, such as mods that add new civs.

Understandable. Is there any 'positive list' where one could see, which mods are working with GMR? Probably i just combined mods that won't work. I used InfoAddict all the time and included PerfectWorld3 in the 'Echos of Ages' testround.

As for the 'scenario CCTP' setup...are u still in the game? I can't see you inside...
 
We'll be able to get a workaround for mods that have trouble with GMR much sooner and easier than we could do a list of compatible mods, since making a list would require manually testing all mods on Steam workshop.

As for the Scenario CCTP game, I joined and left just to see if it worked. Sounds like it'd be fun to play, but I'm already in 8 games and tasked to capacity!

Anyway, since there's more mods affected by the mod loading bug than I had previously estimated, I'll prioritize the workaround mode.
 
Ah, ok. Thx for joining the CCTP scenario then.

We actually did a new testround with plain Echos of Ages and it worked for me in first turn. So i can't guess if it is InfoAddict or PerfectWorld3 that isn't compatible to GMR currently. Probably it crashes if it is more then a single mod...can't imagine on the current database.

I turned all other mods out and set up a plain 'Echos of Ages' + all DLC + G&K. 4 Players, small map, classic age. Saved it before my turn and used it for GMR.

Did a setup for 2 versions then. One as Total Mod and one as a Scenario setup.
Total Mod link: http://multiplayerrobot.com/Game/Details/1561
Scenario link: http://multiplayerrobot.com/Game/Details/1563
In both cases i could do my first turn now.

As for the Scenario one, something weird happened. After sending the singleplayer save i suddenly got presented 5 players instead of the 4 opening ones. banman joined in and i started anyway...looking forward if this game is wrecking or code just added another AI slot.

Puh...seems we're getting GMR + mod pro's now after all testing rounds. :lol:

As a comment for the joining of a Scenario, i'd suggest to have players in a seperate box so the game host could choose which specific AI new joiners should take over. Just can't know if joiners could choose which AI they take over. From my host view they just take over the first availible AI.
 
I like the idea of only testing one mod at a time -- good call. On the scenario game, by coincidence I just joined the first one but I picked that one's civ, so I think a player could choose any particular AI position ...
 
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