Community Patch - Modpack (Multiplayer Compatible)

Late game problems or no, the 1/18 version is an enormous improvement.

To answer your question:



Also, odd lag issues with >100 ping. Probably just the price of doing business with the Civ 5 netcode.

How is it an improvement? I'm curious, esp. since I don't have a reliable means of debugging MP.

Yeah, high ping will create problems, big-time. Since I've rewritten the kstream I hope the imperium issue is fixed. I also think the smaller save/kstream size will help with lag resistance (we were sending a LOT of duplicated data across the network).
 
Hi,

Me and two friends tried to play another game, this time with MP 1/14 (no EUI).
We played a small map, 2 AI, 3 Human players, last slot closed. Standard game speed. Pangaea map. I was the host and I played Denmark, the other human players were Brazil and Babylon. The AIs were Greece and The Huns. We´ve played for roughly 50 turns I think before we quit.

We had lot of desyncs again. I think around 1/4 of the turns were desyncs. Ancient ruins seemed to cause them, as well as choosing pantheons, but there were other desyncs where neither happened for anyone. So maybe there's some other cause after all.

I've looked at the logs to see if they can tell me anything about the cause of the desyncs. I'm afraid I don't have any experience with these logs at all, but I noticed ´net_connection_debug.txt´ mentions the desyncs and point to warriors and other units being out of sync.

Can someone tell me if these logs provide any valuable information about the possible cause of the desyncs? If they do, I'll share them.
 
How is it an improvement? I'm curious, esp. since I don't have a reliable means of debugging MP.

Yeah, high ping will create problems, big-time. Since I've rewritten the kstream I hope the imperium issue is fixed. I also think the smaller save/kstream size will help with lag resistance (we were sending a LOT of duplicated data across the network).

The game works very well in the early game. 1/3 had broken peace deals. 1/8 had broken diplo. 1/14 worked, but you got turnly Desyncs unless everyone had sub-50ms ping (the higher ping players ending their turns well before the host helped avoid/minimize this, likely due to sending all that info).

Also, I'm curious about your opinion about making balance decisions (just numbers or tweaks) based on MP experience. It's well and good to ask for SP reports, but MP ARRs give multiple perspectives in shorter periods (as people don't play on Epic/Marathon and actually want to finish games). Moreover it gives perspectives from both sides:

e.g. "I went Maya GP wombo combo and crushed intelligent opponents without trying."
"Japan beat a 1-3 coalition with Thousand-Folded Steel Samurai."
"I moved 3 Pikemen past Constantinople to hunt barbs and Byzantium collapsed."

I'm being intentionally facetious with my examples, but having all/mostly intelligent actors behind a game's outcome removes a lot of the "black box" of far-continent runaways.

Edit: there's also the option of "forking" a CBP MP pack. I could do a lot of the editing for it once you start doing family stuff. Number tweaks are easy.

Hi,

Me and two friends tried to play another game, this time with MP 1/14 (no EUI).
We played a small map, 2 AI, 3 Human players, last slot closed. Standard game speed. Pangaea map. I was the host and I played Denmark, the other human players were Brazil and Babylon. The AIs were Greece and The Huns. We´ve played for roughly 50 turns I think before we quit.

We had lot of desyncs again. I think around 1/4 of the turns were desyncs. Ancient ruins seemed to cause them, as well as choosing pantheons, but there were other desyncs where neither happened for anyone. So maybe there's some other cause after all.

I've looked at the logs to see if they can tell me anything about the cause of the desyncs. I'm afraid I don't have any experience with these logs at all, but I noticed ´net_connection_debug.txt´ mentions the desyncs and point to warriors and other units being out of sync.

Can someone tell me if these logs provide any valuable information about the possible cause of the desyncs? If they do, I'll share them.

As I noted, the 1/14 version is awful for Desyncs. You'll still get them in 1/18, but I'd contradict Gazebo here and encourage you to upgrade.
 
The game works very well in the early game. 1/3 had broken peace deals. 1/8 had broken diplo. 1/14 worked, but you got turnly Desyncs unless everyone had sub-50ms ping (the higher ping players ending their turns well before the host helped avoid/minimize this, likely due to sending all that info).

Also, I'm curious about your opinion about making balance decisions (just numbers or tweaks) based on MP experience. It's well and good to ask for SP reports, but MP ARRs give multiple perspectives in shorter periods (as people don't play on Epic/Marathon and actually want to finish games). Moreover it gives perspectives from both sides:

e.g. "I went Maya GP wombo combo and crushed intelligent opponents without trying."
"Japan beat a 1-3 coalition with Thousand-Folded Steel Samurai."
"I moved 3 Pikemen past Constantinople to hunt barbs and Byzantium collapsed."

I'm being intentionally facetious with my examples, but having all/mostly intelligent actors behind a game's outcome removes a lot of the "black box" of far-continent runaways.

Edit: there's also the option of "forking" a CBP MP pack. I could do a lot of the editing for it once you start doing family stuff. Number tweaks are easy.



As I noted, the 1/14 version is awful for Desyncs. You'll still get them in 1/18, but I'd contradict Gazebo here and encourage you to upgrade.

MP AAR balance is perfectly fine, and I hope to fold as much as possible into the actual CBP. Feel free to start a discussion thread (or pick it up in the leader/policy subforum areas as needed).

Glad to hear 1/18 is more stable.

G
 
MP AAR balance is perfectly fine, and I hope to fold as much as possible into the actual CBP. Feel free to start a discussion thread (or pick it up in the leader/policy subforum areas as needed).

Great. I'll provide them as I can.

Glad to hear 1/18 is more stable.

G

Lynnes, can you put the link back up? I've a copy of my own that I'm distributing to people in the group, but it's inconvenient for others. And 1/18 is an improvement over 1/3-1/14, in my experience.
 
Please mate, if it is no issue, use a more conventional version naming system because this is hard to keep track of. You don't have to listen to me, but as a programmer... This hurts my soul. :(
Let this one be 1.20.
If the next one has a minor change, 1.21, if it is a few minor changes or a medium (non game changer), 1.3. If it is a game changer (feature added, feature removed, feature heavily modified), name it 2.0.

You don't have to, but if you could, please do it. :D
 
Please mate, if it is no issue, use a more conventional version naming system because this is hard to keep track of. You don't have to listen to me, but as a programmer... This hurts my soul. :(
Let this one be 1.20.
If the next one has a minor change, 1.21, if it is a few minor changes or a medium (non game changer), 1.3. If it is a game changer (feature added, feature removed, feature heavily modified), name it 2.0.

You don't have to, but if you could, please do it. :D

I give the modpacks the same version tag Gazebo does, so everyone knows what he or she is downloading. ;)
I guess when the CP is officially out of beta and available on steam workshop, it will be 1.0.
 
I give the modpacks the same version tag Gazebo does, so everyone knows what he or she is downloading. ;)
I guess when the CP is officially out of beta and available on steam workshop, it will be 1.0.

Technically, we are at 1.1.20b. :)

I use date modeling for versions because, frankly, it's easier for me to keep up with (as release dates correspond with versions, etc.).

G
 
Technically, we are at 1.1.20b. :)

I use date modeling for versions because, frankly, it's easier for me to keep up with (as release dates correspond with versions, etc.).

G

Alright, if it's easier for you, I'll just have to deal with it. Never mind, carry on. :D
 
Hi,

i have change my civ5world.xml to have 22 civ unlock.But when a load the game with the mod pack I can't have 22 civ in the lobby ? Did i Miss a step or it's just impossible

Thank you
 
Where is the latest CP-only modpack? I must be missing something.
Also, is there a CP-only+EUI modpack, or can I just have CP-only and EUI side-by-side in Assets/DLC?
 
If it's not too much trouble, could you make a mod pack without the EUI mod? I'd be happy to give it a shot and test it with some friends, then.

For the beta I decided to offer the EUI version only, since it's the one that includes all the features (Denounce-button) that require (beta)testing. ;)

Where is the latest CP-only modpack? I must be missing something.
Also, is there a CP-only+EUI modpack, or can I just have CP-only and EUI side-by-side in Assets/DLC?

I originally planned on offering the CBP EUI and CBP no EUI packs and only added the CP only as a bonus since someone asked for it and to see how many people would use it.
The thing is, that the CP only modpacks get only very few downloads (many of them re-downloads or downloads from people who download all 3 packs), so that I'm not sure if it's worth the trouble.
I might add one for the next stable release (1/22), which was released today. :)
 
For the beta I decided to offer the EUI version only, since it's the one that includes all the features (Denounce-button) that require (beta)testing. ;)



I originally planned on offering the CBP EUI and CBP no EUI packs and only added the CP only as a bonus since someone asked for it and to see how many people would use it.
The thing is, that the CP only modpacks get only very few downloads (many of them re-downloads or downloads from people who download all 3 packs), so that I'm not sure if it's worth the trouble.
I might add one for the next stable release (1/22), which was released today. :)

1/22 has the denounce button across all versions, so you can make your full panoply of modpacks.

G
 
Communitas map doesn't seem to be an option with the modpack. Communitas.lua is definitely present in the pack...is there something I could be overlooking?

Edit: Should mention, this is single player.
 
Hi!

Would it be possible for someone who knows how to make these DLC packs to add Useful Oil Mod (v 10) and make a DLC pack for me with latest version of this CP pack?
 
Communitas map doesn't seem to be an option with the modpack. Communitas.lua is definitely present in the pack...is there something I could be overlooking?

Edit: Should mention, this is single player.


I've noticed this as well, only in my case it was when hosting an MP game (1/13). Can't find the communitas option when picking a map.
 
Hi!

Would it be possible for someone who knows how to make these DLC packs to add Useful Oil Mod (v 10) and make a DLC pack for me with latest version of this CP pack?

If you go to the link in the OP with instructions, they're honestly really easy to make. The whole process takes maybe 5 minutes once you know what you're doing. This is coming from someone who's not particularly computer knowledgeable outside of common sense and being able to follow instructions ;)
 
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