Community Patch - Modpack (Multiplayer Compatible)

Lynnes (or Gazebo), how involved is the process to making the packs achievement-compatible? I've been poking around at modbuddy, lately, but I still have a lot to learn.

Thanks!
 
The modpack should be achievement compatible, IIRC.

G

So I understand. There is no 1/23 package, so far. And there's no package with RED/Quick Turns for my SP usage. I'm trying to make my own, and I can't figure out how to change that configuration.
 
So I understand. There is no 1/23 package, so far. And there's no package with RED/Quick Turns for my SP usage. I'm trying to make my own, and I can't figure out how to change that configuration.

I guess I assumed that any created modpack would be compatible with achievements, but sure enough my last game or two with one didn't unlock any achievements. I'm not sure I care enough to do more, but I appear to be in the same boat with no idea how to enable them.
 
I guess I assumed that any created modpack would be compatible with achievements, but sure enough my last game or two with one didn't unlock any achievements. I'm not sure I care enough to do more, but I appear to be in the same boat with no idea how to enable them.

There's a switch. Lynnes can explain.

G
 
I finally tried the modpack with my friend with whom I used to play multiplayer, because of desyncs and poor vanilla game. We're amazed, how good is it again to play multi, but with this amazing mod.

We were playing for about 6h and no desyncs, I mean - we didn't have to host a new game and load save like when we played vanilla game. But once game freezed and loading screen (with Civ I played) appeared, like the game refreshed itself - is it intended or it's some kind of bug? It's no problem for us, better this, than hosting game and loading save. It happened several more times when we were at war with AIs. But after first "loading screen", my friend's Great Writer disappeared.

Is it any way to host a game with this modpack and Communitas map script? I couldn't find it.

My friend has polish version of CivV, some things that mod changed are in english, but some things not. F.e., Social Policies descriptions are polish vanilla ones. Is there any way to force the mod to display things that were changed in english? Or he just have to download english version of CivV?
Is there anyone who knows how long would take translating this mod? :) Anyone tried?

Oh, and we downloaded V1/20 and the settigns: map Continents, small, 6 players (3 teams; 1 team consists of 2 players), standard speed.
 
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 ;)

Yeah I tried doing that but for some reason the MP_MODSPACK is missing a few mods even if I make sure they run when i create the pack.

Example of mods missing even if they are running: CSD for CBP, More Luxuries, No Popups CBP and Civ IV Diplomatic Features.
 
Yeah I tried doing that but for some reason the MP_MODSPACK is missing a few mods even if I make sure they run when i create the pack.

Example of mods missing even if they are running: CSD for CBP, More Luxuries, No Popups CBP and Civ IV Diplomatic Features.

If everything is correctly loaded in-game when you make the modpack, just copy/paste the missing mod folders into your MODSPACK folder (from your MODS) folder. Will work.

G
 
Broz again!
Reporting back after 3 attempts to play. So, there were 4 of us, quick tiny pangea no barbs. The game starts desyncing at around turn 70 every time. We've tried reloading 2, 4, 6 turns back - we get desyncs and crashes at around 70.
We've all used MP_MODSPACK_1-14_EUI.
 
Broz again!
Reporting back after 3 attempts to play. So, there were 4 of us, quick tiny pangea no barbs. The game starts desyncing at around turn 70 every time. We've tried reloading 2, 4, 6 turns back - we get desyncs and crashes at around 70.
We've all used MP_MODSPACK_1-14_EUI.

Could you upload your logs please ?
 
How did you get all the patch into the modpack? I tried using the debug tool but it didn't work because when I tried the first time, the singleplayer setting made the loader fail, and then the second time, the dependencies didn't register the modpack thanks to the changes I made. Can you help?
 
Friend and I booted up a game of multiplayer and his game crashed when he clicked on the AI city. We are currently using CPProject Full EUI 1/23.

On that note... does this mod include AI interaction in multiplayer like it does in single player? So far all we've seen out of the AI are declarations to protect city-states..

I noticed this post
Thanks to Gazebo, Ilteroi, whoward69 and Jaii der Herr, the new version comes with the addition of Active AI during multiplayer games (AI will behave like they do in SP and contact the player etc instead of being passive fill-ins) and a bunch of bugfixes and additions!

But haven't actually noticed the AI interacting with me. At all.
 
But haven't actually noticed the AI interacting with me. At all.

I just checked it again just to be sure, and the Active AI should be on. Could you please observe if it changes when you play some more turns?
 
I just checked it again just to be sure, and the Active AI should be on. Could you please observe if it changes when you play some more turns?

So I got up this morning and decided to test it out again. Except this time, I booted up a multiplayer game by myself. I got to around turn 40 and I started to get embassy requests from different civs. So it looks like Active AI does work.

My question now is, is it it possible that my friend and I have installed the game "differently" or missing some official DLC that's causing the non-active AI? Is that a possibility at all?

Secondly, does Active AI also declare war? Does it do everything the single player AI would do?

Thanks again for the response. The mod is absolutely incredible and you guys have done an amazing job. :goodjob:
 
Even the non-active AI could declare war. It just couldn't propose deals.

So if you get a trade deal sent to you by an AI, you know it's active.
 
So I got up this morning and decided to test it out again. Except this time, I booted up a multiplayer game by myself. I got to around turn 40 and I started to get embassy requests from different civs. So it looks like Active AI does work.

My question now is, is it it possible that my friend and I have installed the game "differently" or missing some official DLC that's causing the non-active AI? Is that a possibility at all?

Secondly, does Active AI also declare war? Does it do everything the single player AI would do?

Good to hear that everything works fine now. :)
Well one of the most important things to check is if you are using the same modpack version, maybe your friend could delete the modpack-folder and install the latest version again, just to be on the safe side?
Apart from that, you only need the DLCs that are required by CBP (see OP).

And yes, it should do everything the SP-AI would do. If you could report your future experiences with the MP-AI, this would be very much appreciated!
 
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