[R&F] [Civ 6] Can't get my Mods to work in MP, always Desyncing or getting stuck to Please Wait on bottom

Riksappo

Chieftain
Joined
Jan 4, 2019
Messages
4
So at first we tried to play MP with 180 mods. It actually worked quite well first, but at around turn 60 it started to Desync with couple friends. So we decided to lower the mod count to around 50.

Not that we only have less than 50 mods, it actually started to work worse than before. We can't even get to turn 2. It just says please wait forever. No desync or freeze. Just says please wait. We waited for 10 minutes and nothing ever happened.

If there's anyone that could help us out or knows how to fix it that would be awesome.

Mod list here: https://steamcommunity.com/sharedfiles/filedetails/?id=1613199062https://drive.google.com/open?id=1-8fX7c1TuLsv4LMhpgKL4E2k5ma3fvPa

Shouldn't be a problem with PC, everyone has a PC with CPU ranging from I7-6700K to I7-8700K. GPU varies from 1060 to RTX 2070 to 1080(TI also). At least 16GB RAM also with everyone. If you need more information then i'll gladly help and give all i can.

Everyone also live in same country so shouldn't be a network problem either. Normal pings also we have checked with Speedtests.

I'v seen workshop mod lists in Steam with over 60mods and people have stated that they have worked just fine with MP.

Of course we could test those workshop lists out but you know how it is... We wan't to make it perfect just for us.

Oh and lastly players in MP range from 3-5 Real players and rest usually filled with bots until full lobby. While we have tested to use 12 players and it does say "Unsupported" we have also tested just with 3people VS 3AI and nothing changed. Still Please Wait. Map size also doesn't matter. Tried with Small, Huge & Modded extra large with YanMP
 
Update!

Disabled custom civs & automated workers and it helped a lot. Apparently it was because they used LUA according to someone in reddit.

Full credit for the guy here: https://www.reddit.com/r/civ/comments/aci7zs/civ_6_cant_get_my_mods_to_work_in_mp_always/ed86724/

Need to do more testing just in case.
You can use Lua for new mechanisms in MP compatible mods, but you'll have to be cautious about how you code it, for example to prevent having an action on Computer A that's not send to Computer B.

While mods based only on the modifier system to add new attributes to a custom civ / buildings / units / features are safe as the game core handle the new attributes in the exact same way on all computers of a network game (as long as everyone have the same version of the mod)
 
Top Bottom