Community Patch - Modpack (Multiplayer Compatible)

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.

No, there is no limit. In my own, personal modpack I'm using 120 mods.
 
No, there is no limit. In my own, personal modpack I'm using 120 mods.

Fair enough. Have you tried making a pack with the new beta? It's supposed to fix the denounce issue.

Regardless of whether or not you're making a pack soon, have you ever had the problem I describe in this post? All of the old release's packs are being excluded for no clear reason.

Thanks!
 
Fair enough. Have you tried making a pack with the new beta? It's supposed to fix the denounce issue.

Regardless of whether or not you're making a pack soon, have you ever had the problem I describe in this post? All of the old release's packs are being excluded for no clear reason.

Thanks!

I had that when doing my own modpacks, an easy fix is to just copy the contents of the missing mods.

not sure what's breaking it tbh, could be just a glitch of the program itself.
 
I had that when doing my own modpacks, an easy fix is to just copy the contents of the missing mods.

not sure what's breaking it tbh, could be just a glitch of the program itself.

Good stuff, thanks! You make this MP Modpacking thing a lot more bearable!

Geneva convention violations aside, I'm gonna give this a try. It sure beats loading the mod every time I want to play.

What additional steps, if any, are needed to enable achievements?

Sorry to be asking all of these things here. I promise I've looked around before asking. Just not well enough, I guess!
 
O.O

Also not sure if you're aware that a new beta version came out with more fixes for MP Denounce that needs testing :)

I am, but since whoward released v72 of VMC which fixes the LAN lobby issue right after the release of 9/1, something tells me we'll see a new version of the CP very soon. Sooner than it would make sense to start a new MP session with the current beta. :D

Regardless of whether or not you're making a pack soon, have you ever had the problem I describe in this post? All of the old release's packs are being excluded for no clear reason.

Yes, this happens when the name of the mod's folder doesn't match the one specified in the modinfo file.
example:
(3) CSD for CBP (folder) vs. (3) City-State Diplomacy Mod for CBP (modinfo) vs. City-State Diplomacy Mod (CSD) for Brave New World (v 27) (modinfo-filename)
(4) Civ IV Diplomatic Features (folder) vs. (4) Civ IV Diplomatic Features - CBP Edition (modinfo) vs. Civ IV Diplomatic Features (v 10) (modinfo-filename)

Just copy all the missing folders manually, their contents were included in the override-files during the pack's creation, so that's no problem at all (as a matter of fact it even might break the modpack when you don't copy them).

What additional steps, if any, are needed to enable achievements?

Achievements are enabled via the DLL of the CP. An 'achievement-enabled' DLL is included in the 1/3 modpack, and I will include a new one in every stable version.

cheers!
 
So a mate and I were testing the 1/3 version posted on the very first page here. Worked like a charm - 3 resyncs in 200ish turns was ok and all ... however one thing struck me as odd: I was playing the Indonesians - and was unable to get city connections. Even though my cities had road connections AND harbors built in them there were no connections between my cities and my capitol. It worked fine for my mate who was playing Venice - so I wonder: Is this a mechanic unique to Indonesia that is just somehow not documented - or a bug?
 
I am, but since whoward released v72 of VMC which fixes the LAN lobby issue right after the release of 9/1, something tells me we'll see a new version of the CP very soon. Sooner than it would make sense to start a new MP session with the current beta. :D



Yes, this happens when the name of the mod's folder doesn't match the one specified in the modinfo file.
example:
(3) CSD for CBP (folder) vs. (3) City-State Diplomacy Mod for CBP (modinfo) vs. City-State Diplomacy Mod (CSD) for Brave New World (v 27) (modinfo-filename)
(4) Civ IV Diplomatic Features (folder) vs. (4) Civ IV Diplomatic Features - CBP Edition (modinfo) vs. Civ IV Diplomatic Features (v 10) (modinfo-filename)

Just copy all the missing folders manually, their contents were included in the override-files during the pack's creation, so that's no problem at all (as a matter of fact it even might break the modpack when you don't copy them).



Achievements are enabled via the DLL of the CP. An 'achievement-enabled' DLL is included in the 1/3 modpack, and I will include a new one in every stable version.

cheers!

I was thinking more of just giving the Denounce button another test, since Gazebo made more improvements to it.
 
So a mate and I were testing the 1/3 version posted on the very first page here. Worked like a charm - 3 resyncs in 200ish turns was ok and all ... however one thing struck me as odd: I was playing the Indonesians - and was unable to get city connections. Even though my cities had road connections AND harbors built in them there were no connections between my cities and my capitol. It worked fine for my mate who was playing Venice - so I wonder: Is this a mechanic unique to Indonesia that is just somehow not documented - or a bug?

Were you getting unhappiness from it? He shouldn't get unhappiness from isolation, but he should be able to connect cities.

G
 
No unhappiness, no (that part of Indonesia seems to work) but city connections also grant monetary bonuses, don't they?
 
Hi,

I've reported my MP issues in another thread but Gazebo asked me to report it here (http://forums.civfanatics.com/showthread.php?t=561262):

Empariz said:
Me and a group of 5 friends started our first CP MP game without AI. We got horrible desync issues from the start. We restarted a few times to see if we can find out what's causing this, and at the end we managed to play with virtually no desyncs. We achieved this after we changed two things: 1) the ShoShone player took a different Civ, and 2) we disabled barbarians.

The Shoshone seem to cause desyncs because of their ancient ruin trait. That player also reported that he suddenly got map vision around city states for no good reason. We think he actually received the effect of two ancient ruins for each one that he picked up.

Note that we were playing pangaea map, and had the mod pack without the EUI. We were very strict in our installing procedure :nono:

It turned out barbarians weren't the problem because we played a different game with them and didn't suffer these desyncs. So it seems that having a Shoshones player causes desyncs in MP 1/3.
 
Speaking of modpack quirks, I think I've read somewhere that using autosaves in multiplayer games to continue a game after someone disconnected is considered 'risky'. Can someone elaborate on that for me please? Are manual save files better somehow?

Me and my friends had a lot of problems this weekend, not only desyncs but also disconnects (probably caused by external factors) and unfortunately more than half of the times we couldn't succesfully restart a multiplayer game after a disconnect.
 
Can't reproduce in singleplayer, so may have been a modpack quirk.
G

Huh - funny, when I tried to reproduce it in single player city connections worked like a charm ... will try to get one of my mates to test it with me asap.
 
Hi,

I've reported my MP issues in another thread but Gazebo asked me to report it here (http://forums.civfanatics.com/showthread.php?t=561262):



It turned out barbarians weren't the problem because we played a different game with them and didn't suffer these desyncs. So it seems that having a Shoshones player causes desyncs in MP 1/3.

Could the desyncs be connected to the Shoshone pathfinder's ability to chose the bonus from goody huts? Does it desync after exploring ancient ruins?
 
The number of desyncs was greater than the number of ancient ruins found by the Shoshone player. We had desyncs every two turns or so from the start, so we stopped at turn 30 or so. There could be a connection, but it's not an obvious one.
 
I can confirm that there is a tremendous amount of deyncs from the Shoshone pathfinder ability. I played a MP game with my boyfriend last night and got desyncs every single time he took a ruin. After that it was 95% clear, just one or two based on turn load.

EDIT: He did find a TON of ruins though, so I'm not sure if it is the 1/3 thing or a ruin thing. But it does happen a ton with them.
 
Alright, I will include a minimod that replaces the Shoshone Goody Hut picker from the next version on (which will be available in an hour or so).

They were already disabled until a few versions ago, but we decided to give them another go since there were many changes to the network code.
All kinds of popups seem to cause some issues in modded MP, including the WC for example.
The mysterious thing is, that they (especially the pathfinder's goody hut picker) don't cause any trouble in vanilla MP, so it must be something that was changed concerning popups in the VMC/ CP. :confused:



edit: Gazebo was faster! ^^
Is it confirmed that they cause desyncs in vanilla MP, too? Since I always heard to opposite so far..
 
Alright, I will include a minimod that replaces the Shoshone Goody Hut picker from the next version on (which will be available in an hour or so).

They were already disabled until a few versions ago, but we decided to give them another go since there were many changes to the network code.
All kinds of popups seem to cause some issues in modded MP, including the WC for example.
The mysterious thing is, that they (especially the pathfinder's goody hut picker) don't cause any trouble in vanilla MP, so it must be something that was changed concerning popups in the VMC/ CP. :confused:



edit: Gazebo was faster! ^^
Is it confirmed that they cause desyncs in vanilla MP, too? Since I always heard to opposite so far..

Vanilla BNW MP was riddled with desyncs as well. Many of the desyncs in MP are carryovers from that (and can't really be fixed, as our access to the MP syncing DLL is limited).

G
 
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