Community Patch - Modpack (Multiplayer Compatible)

https://dl.dropboxusercontent.com/u/29154700/Lua.log

I don't know since when it's been broken, I probably shuld've reported it earlier but I wasn't playing as much of Civ so I didn't bother.

It's weird, the button is completely unclickable, I initially wanted to blame other mods I was using but I discovered this happened in the 23/1 version of the modpack anyways.

The button seems as if it's inverting itself (the shape of it is odd) and it's unclickable, it's there, but you can't click on it.
 
https://dl.dropboxusercontent.com/u/29154700/Lua.log

I don't know since when it's been broken, I probably shuld've reported it earlier but I wasn't playing as much of Civ so I didn't bother.

It's weird, the button is completely unclickable, I initially wanted to blame other mods I was using but I discovered this happened in the 23/1 version of the modpack anyways.

The button seems as if it's inverting itself (the shape of it is odd) and it's unclickable, it's there, but you can't click on it.

Lua log doesn't show anything. I'll wait for another user to report the error before I look at it.

G
 
Internet speed is probably to blame. If it was going to desync, it'd be consistent across sessions.

Some 'desyncs' are normal, as the game has to transfer information to and from the host. It's full client desyncs that cause the load-screen bug.


That's weird though, because I have the fastest speed, I have the load screen bug with someone with slower internet, but i can play just fine with someone who has even slower internet than the person I have the bug with O.o

Also when you say "full client desyncs" is that in regards to internet speeds desyncing or are the full client desyncs caused by something else?
 
That's weird though, because I have the fastest speed, I have the load screen bug with someone with slower internet, but i can play just fine with someone who has even slower internet than the person I have the bug with O.o

Also when you say "full client desyncs" is that in regards to internet speeds desyncing or are the full client desyncs caused by something else?

Speed and jitter aren't the same thing, I should have been more specific. Jitter has to do with packet loss and stable ping. Civ's net code, which we can't touch, is very sensitive to jitter.

G
 
What did I do wrong?
I just copied the foder MP_MODPACK into my DLC folder, started Multiplayer and found that my Unit HUD is missing.
I previously played only Singleplayer with the latest Feb01 Beta without problems. What's up with the MP?
 

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Hi guys! A couple of questions:

1. Is it possible to combine your mod with other mods in multiplayer? Is it compatible with the "multiplayer workaround" of cicero? See http://forums.civfanatics.com/showthread.php?t=533238

2. In team games we play we used to set the global define TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER=100 using a simple "mod". Is there a simple method to have this working with your mod? For example, I tried to append

UPDATE Defines
SET Value = 100
WHERE Name = "TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER";

to one of your sql files, but it didnt have any effect :confused:

Cheers

Edit: Updated for clarification
 
Any updates planned to the fresh versions of CP? Looking forward to it.
 
Hi guys! A couple of questions:

1. Is it possible to combine your mod with other mods in multiplayer? Is it compatible with the "multiplayer workaround" of cicero? See http://forums.civfanatics.com/showthread.php?t=533238

2. In team games we play we used to set the global define TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER=100 using a simple "mod". Is there a simple method to have this working with your mod? For example, I tried to append

UPDATE Defines
SET Value = 100
WHERE Name = "TECH_COST_EXTRA_TEAM_MEMBER_MODIFIER";

to one of your sql files, but it didnt have any effect :confused:

Cheers

Edit: Updated for clarification

1) The MPMPM is what was used to make this modpack. You can use it to make your own modpack using the CPP mods and whatever other mods you wish to include (assuming they are compatible). If you do this (I do, because I like to use other QoL mods in single player), you have zero need for the premade modpack already linked here.

2) I don't think you can make xml/sql changes to an already-created modpack and have them take effect (based on my own trial and error like you experienced). You can, however, make the changes you want to the base mod and then make your custom modpack (as suggested) with that. That's what I do.
 
This is my first time trying this community MP patch or any mod for that matter. In single player it seems to work great, but in multi-player if I don't turn off barbarians completely every single turn seems to resyc (at least the first 15 or so before I get frustrated and quit). Even with barbarians off, my friend gets the occasional crash (game just quits back to the desktop for him with no error message). Oddly that crash seems to only happen to him and not to me and regardless of which of us is hosting. (even more strange he seems to be able to play fine for at least an hour or two with another friend of ours)... To debug we both completely Uninstalled civ 5 in steam, deleted our civ folders/cache/saved games etc and reinstalled and we're still having the same problems. Tried both the 1/23 and 1/28 beta (only ever one at a time) and the issue remains. Completely removing the mod from the dlc folder and playing the vanilla game works perfectly fine for hours and hours so the issue is clearly the mod. Any ideas what to try next or are these just known bugs in these releases?
 
Thank you joosegoose! I have tried the MPMPM before, but it was not working as expected (half of the interface was entirely missing + other problems). So I thought maybe there are other things that must be considered.

I'll give it another shot then.
 
I tried that and it seems like "Active AI" is no longer working then joosegoose. Unless you also do the DLL work. This is were I got lost. hehe

I was under the impression that you had implemented JdH's multiplayer mod so that the AI contacted you (player) while playing in multiplayer? I have tried running multiplayer and NO AI has contacted me and everything seem to be running just fine. I created my own pack with the latest versions of CMP loaded and as instructed by Gazebo in a earlier post I copied over the mods that didnt get copied into the MODPACK folder. I am running MP and all the mods I copied into the modpack folder seems to be running. But the AI is not active. What am I doing wrong?

Enabling that element of the AI currently has to be done in the DLL, then the DLL has to be compiled. Lynnes does this in his modpack, but if you are simply making a modpack of the current CP release it will not enable this. Eventually this will change, but it's an endeavor.

G
 
Thank you joosegoose! I have tried the MPMPM before, but it was not working as expected (half of the interface was entirely missing + other problems). So I thought maybe there are other things that must be considered.

I'll give it another shot then.

Just make sure to follow the instructions closely, including removing the DLL from the CP before creating the pack (and putting it back when you're done). Additionally, you'll need to copy mods 3-5 (I think those are the ones) from your mods folder to the created modpack, as you'll see they won't be there. Simply copying and pasting works just fine.

I tried that and it seems like "Active AI" is no longer working then joosegoose. Unless you also do the DLL work. This is were I got lost. hehe

Caveat--I only do this for single player (worth it for the load times and ingame reloading) so I can't speak as to how much additional work needs to be done for multiplayer. I'm not surprised there are issues with Active AI. I also know that achievements aren't enabled without some additional work/software (which I believe Lynnes intends to eventually share the method here, time permitting).
 
Speed and jitter aren't the same thing, I should have been more specific. Jitter has to do with packet loss and stable ping. Civ's net code, which we can't touch, is very sensitive to jitter.

G

Was working fine for a couple days and now it's load screens every couple turns again. I don't know what part of the mod is doing this. And I can 100% confirm it's the mod, not any of my friends/my internet because unmodded civ has absolutely 0 problems.
 
Was working fine for a couple days and now it's load screens every couple turns again. I don't know what part of the mod is doing this. And I can 100% confirm it's the mod, not any of my friends/my internet because unmodded civ has absolutely 0 problems.

I've just downloaded the mod and when playing with a friend of mine we get the load screen very often (almost every turn) vs once ever 100 or so turns with out the mod. How can we debug this?
 
I have found while playing as Austria and using a diplomatic marriage using this mod pack in multiplayer, it will desynchronize the game and not let the marriage go through.
 
What did I do wrong?
I just copied the foder MP_MODPACK into my DLC folder, started Multiplayer and found that my Unit HUD is missing.
I previously played only Singleplayer with the latest Feb01 Beta without problems. What's up with the MP?

I have the same problem. Tried deleting catche and old CPP in MODS folder and old eui in DLC folder but problem still exists.

Playing on last beta version.

Anyone can help? :)

P.S. How to disable this awfull turn process bar at the bottom?
 
I have the same problem. Tried deleting catche and old CPP in MODS folder and old eui in DLC folder but problem still exists.

Playing on last beta version.

Anyone can help? :)

P.S. How to disable this awfull turn process bar at the bottom?

Hm, weird. So this only happens in MP, while SP works fine?

The turn process bar cannot be disabled. ;)
 
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