Community Patch - Modpack (Multiplayer Compatible)

So you are saying it does have a fix? Care to share? :)


...Or did you just mean reloading?)

Reloading is the fix. It happens I think even in regular non modded games, it's a weird engine quirk. It's not that gamebreaking really (okay, except the annexing thing) but if you reload you shouldn't lose that much.
 
Sup!
It is Broz again, we're testing 1/3 EUI at this moment.

PRESET:
3 humans (monoxide, dritz, broz)
0 ai
pitboss internet
tiny pangea default
turn timer


Currently at turn 22, game runs as expected (scout issue appears to be resolved).
Prior to playing the game, we cleared cache, verified files through steam, and then unpacked the zip.
 
Hey guys, I got a question that isn't exactly on topic, but...

Where can I find ppl to play this modpack with? :)
Maybe there is a discussion forum about that somewhere or smth like that?

You could create a thread in the CP subforum and ask if someone is interested! :)


Sup!
It is Broz again, we're testing 1/3 EUI at this moment.

PRESET:
3 humans (monoxide, dritz, broz)
0 ai
pitboss internet
tiny pangea default
turn timer


Currently at turn 22, game runs as expected (scout issue appears to be resolved).
Prior to playing the game, we cleared cache, verified files through steam, and then unpacked the zip.

Sounds good, good luck! :thumbsup:
 
Lynnes, when is the new version of CBP modpack coming out? A new one came out I'm sure you know. it references The MP Squad! (I'm calling us that)
 
We've tried many things. War, leaving and re-joining, trade till turn 100. It worked ok.
We'll wait for our other mates to have time and then we'll test with 6+ players.

So far so good. No issues!
 
We've tried many things. War, leaving and re-joining, trade till turn 100. It worked ok.
We'll wait for our other mates to have time and then we'll test with 6+ players.

So far so good. No issues!

Another user reported bugs in the World Congress voting with the AI. I'm curious to see how that works. Also, of course, the upcoming addition of the denounce button.

There was a peace treaty bug, but that's fixed now. Not sure if that fix was in the 1-3 version or not.

G
 
i've encountered this, some time ago.
i removed every mod from steam (unsubscribe), cleaned manually the MODS folder and then reinstall the last version of cpp/cbp via the installer to fix it.

Sorry I didn't notice this until now, but he's never even installed anything from the workshop for Civ5 before, ever. And he has fresh installed the game.
 
There was a peace treaty bug, but that's fixed now. Not sure if that fix was in the 1-3 version or not.

G

IIRC the peace treaty bug was fixed in the beta after 1-3.


Here is the new version 1/6 beta:

[removed for bugfixing]
(EUI only for the denounce button)

I'll also add a download section for the latest betas to the first post.
 
IIRC the peace treaty bug was fixed in the beta after 1-3.


Here is the new version 1/6 beta:

MP Modpack 1-6_beta
(EUI only for the denounce button)

I'll also add a download section for the latest beta to the first post.

Great, thanks. Curious to see if I placed the Denounce button in the proper spot. Also, anyone had any luck with the 'active AI diplomacy' in MP working? I merged, but I did not test.

G
 
Great, thanks. Curious to see if I placed the Denounce button in the proper spot. Also, anyone had any luck with the 'active AI diplomacy' in MP working? I merged, but I did not test.

G

Well...

2016-01-07_00001.jpg


The deal table is in worse shape than in previous version. For some reason the bug of broken table persists, and then I noticed that the next turn I could no longer make any deals, the table would simply not pop up (I think it's a minor typo issue tbh). I noticed the graphics behind the buttons (Demographics, Diplomacy etc.) disappears, that decorative piece. So the graphics change so it's trying to call the table but the table never appears.

But at least you can make peace deals, so war table isn't affected :lol: and happy to say that Montezuma got his golden age when I peaced with Sejong for 30 gold and 2 per turn.

Here's a copy of my Lua

https://dl.dropboxusercontent.com/u/29154700/Lua.log
 
Can you give me more information on the desync related to war? Any vassalage involved or anything?

G

No Vasselage involved.

Host A, Player B, AI C, AI D

A and B have defensive pact. A attacks C. D denounces A (or asks A to do smth.), A answers unpolitely, D declares war on A, in the same turn no notification about the war for B (A could already see war going on between B and D, because of the defensive pact). Desync, next turn notification about the war for B too.


Also can confirm the Problem with LAN.
 
If I only play single player and always uses CBP, is there any reason not to use this modpack instead of the normal installation of CBP? The gameplay will be exactly the same right?
 
Yes, it should be exactly the same :)

The main advantage is that you don't have to load mods every time you want to play !
 
Yep, there is no reason not to use it. I also play my SP with modpacks only.
And as an added bonus you can earn achievements (while playing a modded game), which is not possible when going through the mod menu.
 
Having tried the 1-3 beta version with a friend, we experienced a lot of issues with the non-hosting player's game crashing - no error message or whatever, just a CTD. We reverted to the 12-16 version which seemed stable until the mid-game, whereupon occasional crashes started happening again.

We've since started a new 3-player game, I will keep you updated on whether the crashing occurs.

How should I go about obtaining log files to help find the cause of these crashes?
 
Having tried the 1-3 beta version with a friend, we experienced a lot of issues with the non-hosting player's game crashing - no error message or whatever, just a CTD. We reverted to the 12-16 version which seemed stable until the mid-game, whereupon occasional crashes started happening again.

We've since started a new 3-player game, I will keep you updated on whether the crashing occurs.

How should I go about obtaining log files to help find the cause of these crashes?

Go to your Documents\My Games\Sid Meier's Civilization 5

open up config.ini

Look for "LoggingEnabled" and set it to 1.

Now, after each game session (of the exe, not individual games) when you leave the game it will update releveant files. The most important one is Lua.log usually as well as Database.log.
 
Hello,
Me and my friend have tried 1/03 in first turn we get a crash with barbs turned on and then almost every turn has a crash(raging or not barbs) if we turn them off 21 turns without a single crash. Does anyone experience the same problems?

EDIT: tried 1/4 same problem
 
Me and my friend experienced the same issue as Rhobium did - though our CTDs were quite rare, mostly happening during loading of the saved game. Also, they would usually happen to both of us simultaneously, regardless of who was the host.

On the different topic, we had a problem with the game reloading quite often when we played with DX11. When we decided to try playing with DX9, the problem partly disappeared - with rerendering still happening but more rarely (every 30-50 turns). Not quite sure if this is the patch's problem tho - we had rerendering issues on .279 before.
Does anyone know about a fix for this?


P.S. Our EnableGameCoreThreading in Config.ini is set to 0 (if that's of any use).
Also, we are using the latest patch, 1/3.
 
Lynnes, is there a limit to the number of modpacks/size which can make up the MPMPM?

I'm trying to create a pack with the CBP six and R.E.D and Reforestation, but it seems that it can't allow more than 6 mod folders.

Edit:
Updating to say that the scenario seems even odder than I first imagined. All of the 1/8 packs are being added normally, but the 1/3 packs from the last release are not being added.

Why might this be? I'll also ask it in the MPMPM thread, as well as experimenting, myself.
 
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