CBP Multiplayer Game Re-Syncs Constantly

BANG BANG BANG!

Chieftain
Joined
Apr 2, 2018
Messages
8
Hi all, was trying to play CBP with around 6-8 human players, but every time we've tried, the game constantly re-syncs. This is irritating and highly disruptive, as the game has to reload every other turn or so. Any ideas as to why this might be happening? There were no-AI players, and the modpacks used were ones I created myself, using CBP and some extra religions, which work fine on their own. They also work absolutely fine in singleplayer; I've used the modpack myself for ages with no problems, in fact, I've won a few games with it. I can upload the modpack if necessary, but to me, this seems to be a core CBP problem. I could be entirely wrong, but that's just my interpretation. Help would be much appreciated, been loving the CBP so far, and would really like to show my friends how smoothly it plays as well.
 
What version of VP is the modpack based on?
 
I will also add: Force everyone to share a screenshot of their modpack installation. 99.9% of the time big problems are because someone forgot to uninstall the old one/ UI_BC1 or installed it in the wrong place. They will always be "100% sure" that they made no mistakes. But every time someone that's 100% sure they didn't screw up, screwed up.
 
Thanks for the help guys. I will try removing barbarians (we had Chill Barbarians on before). The modpack is based off of the latest stable version (the one just before the March 31st update). I will also check everyone's installations again, although I was fairly sure they were correct. But it's an easy thing to mess up, so perhaps something went wrong on that front.
 
One again this is why when barbs are disabled authority needs a culture boost of some sort. It's not like other options where things aren't impacted that much. This is a huge nerf to one of the 3 starting trees that you're forced to do sometimes.

'a buff' to what? border growth?
 
'a buff' to what? border growth?
I would guess 1 culture under the tile of each city. It's weaker than tradition at first, than stronger when you've got like 5 cities, then an irrelevant difference as the game goes on.

Might be too strong. Maybe cap it at 5 cities?
 
I would guess 1 culture under the tile of each city. It's weaker than tradition at first, than stronger when you've got like 5 cities, then an irrelevant difference as the game goes on.

Might be too strong. Maybe cap it at 5 cities?

This would need to be something people just tossed into an SQL file for MP, then, as I can't add 'if MP, then this' stuff to the mod (as MP is set after the mod is loaded).

G
 
This would need to be something people just tossed into an SQL file for MP, then, as I can't add 'if MP, then this' stuff to the mod (as MP is set after the mod is loaded).

G
I would want it added to the option "Disable Barbarians" because that's where the issue is. People just don't seem to use disabled barbs in single player.

When barbs work in multiplayer the balance is fine.
 
I would guess 1 culture under the tile of each city. It's weaker than tradition at first, than stronger when you've got like 5 cities, then an irrelevant difference as the game goes on.

Might be too strong. Maybe cap it at 5 cities?
I am not sure that is really necessary. Perhaps only for the Capital? Or even two culture only for the Capital. I think only on the capital would be easier to balance than per city, either way.

On the other hand, I guess authority would be decent early game as long as you are at war with someone, without barbarians.

This would need to be something people just tossed into an SQL file for MP, then, as I can't add 'if MP, then this' stuff to the mod (as MP is set after the mod is loaded).

G
I would want it added to the option "Disable Barbarians" because that's where the issue is. People just don't seem to use disabled barbs in single player.

When barbs work in multiplayer the balance is fine.
I believe there would have to be quite a few changes for games without barbarians, for example the Hunnic/Attila UA, and several things in the Authority branch. I am not sure if going this way is possible or the best way. I am very interested in this either way, as I am 100% only playing multiplayer. For now I am dealing with desyncs and barbarians for lack of a better option.
 
I would want it added to the option "Disable Barbarians" because that's where the issue is. People just don't seem to use disabled barbs in single player.

When barbs work in multiplayer the balance is fine.

That's not something I can do, though, as that's set after the mod is loaded.
 
That's not something I can do, though, as that's set after the mod is loaded.
That's interesting. There's that big of a difference between that and Porcelain Tower giving a different bonus if research agreements are enabled/disabled?
 
That's interesting. There's that big of a difference between that and Porcelain Tower giving a different bonus if research agreements are enabled/disabled?

I could hard-code it in the DLL but that means no tweaking without recompilation.

Edit: ideally the changes I've made in the latest beta would resolve this barbarian BS but who knows...for the record, they've always been the root of desyncs in civ5.
G
 
Are social policies the problem?, i mean, i feel like it's easier to link mod options to wonders rather than to social policies. We can make a Early National Wonder for Authority Players, giving extra culture if you have Barbarians Disabled.
 
I could hard-code it in the DLL but that means no tweaking without recompilation.

Edit: ideally the changes I've made in the latest beta would resolve this barbarian BS but who knows...for the record, they've always been the root of desyncs in civ5.
G
Yeah. I think we're to the point where we wouldn't need too many tweaks. Mind if I toss up a poll for the guessed value to bake into the DLL? I think 2 culture in capital is safe, if boring. 1 culture per city feels right, but might be too strong.

Honestly even if it's resolved I don't think it's necessarily a bad thing. Giving people the option to play without barbs and have a balanced game seems like a good idea.
 
What about a national wonder giving 1 culture or 2 culture for each unlocked policy in Authority (only with barbarians disabled)
 
Well, what about 1 culture per city (if you have barbarians disabled) but using a national wonder, I'm trying to avoid hardcoding in DLL (and making 1 culture per city less strong, since you have to invest a little of production)
 
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