Community Patch - Modpack (Multiplayer Compatible)

Hmm, maybe that's what Gazebo was referring to when he said

There's some issues in the DLL I'm waiting on before I upload (as they're potentially-MP-blocking bugs),

?
When there is something new, I'll update the beta-modpack!
 
After more thorough testing, it appears MP isn't playable at all currently, unless permanent peace.

The second someone (AI or human) declares war, you know it will freeze the turn after.

Tested in many, many different games. Peace is fine, but war insta crashes :(
 
After more thorough testing, it appears MP isn't playable at all currently, unless permanent peace.

The second someone (AI or human) declares war, you know it will freeze the turn after.

Tested in many, many different games. Peace is fine, but war insta crashes :(

Actually...it's playable, but not stable (1/28b). We were playing with 5 people and we had a world war in the Modern Era and there was desync every about 5-7turns so it isn't so bad. But we have barbarians disabled. The most desyncs were after capturing cities, liberating them, etc. also after voting in Congress.

And after these desyncs I had massive unhappiness:c5angry: from illiteracy:c5science: and couldn't fight with this enough (I had science specialists in every city, public schools, all rationalism policy tree completed, villages, some academies), and still.. about -23:c5angry: from :c5science:
 
added the 2/10 beta modpack

Latest beta version:
CPP EUI 2/10 beta

I strongly recommend to download this new beta, as it includes the new MP fixes!
Thanks at Iamblichos for the hint!
 
If you have installed 2/13 betapack will having MP_MODSPACK_EUI_10-2_beta create alot of bugs?

I seem to have huge issues with that setup. I did not think just having the MP_MODSPACK_EUI_10-2_beta in your DLC folder would affect your MOD games since that is singleplayer. Maybe putting something in your first post about conflict here? Probably other newbies like me doing the same thing. hehe

Examples:
assyria.jpg

Assyria has lots its UU. If MP_MODSPACK_EUI_10-2_beta folder is deleted from DLC then it is fixed.

mapsize.jpg

When I select mapsize small it show up as medium and playernumber is not correct. It is fixed by deleting MP_MODSPACK_EUI_10-2_beta folder.

techtree.jpg

All techs are gone. Fixed by deleting MP_MODSPACK_EUI_10-2_beta.
 
Nothing wrong with your loading screen, the image is not fullscreen anymore.

Alright! :thumbsup:
 
The modpack cant even be in the DLC folder? :S I didnt know this. Will move it out of it then.

PS: It cannot be in the DLC if I got the modpack based on the same version either?
 
The modpack cant even be in the DLC folder? :S I didnt know this. Will move it out of it then.

PS: It cannot be in the DLC if I got the modpack based on the same version either?

No, as soon as the modpack is in the DLC folder, it will be loaded when you start the game!
 
Hey, just one quick question : can I change the min City Distance in the modpack too ? (by modifying Sid Meier's Civilization V\Assets\DLC\MP_MODSPACK_13-2_beta\Mods\(1) Community Patch (v 72)\Core Files\Core Changes\WorldChanges.sql )
 
Not sure if this bug is CBP-related in general or ModPack-exclusive, however it seems that the game generates a weird message whenever you settle on a forest. It says "Clearing a King Solomon's Mines has produced XX hammers for XXXXX" instead of "Clearing a forest...."

Another bug, probably graphics-related, is that a land unit, when newly embarked, loses its "selection ring" effect even though it is the currently selected unit. Changing the active unit and selecting it back seems to give it back the selection effect.
 
Tried to test CPP EUI 2/13 beta version in hotseat mode yesterday.
AI players did not develop cells with luxury and strategic resources at all(but sea ones(coral etc.) were ok, though).
Hopefully hotfix changed that, testing.
 
Not sure if this bug is CBP-related in general or ModPack-exclusive, however it seems that the game generates a weird message whenever you settle on a forest. It says "Clearing a King Solomon's Mines has produced XX hammers for XXXXX" instead of "Clearing a forest...."

Another bug, probably graphics-related, is that a land unit, when newly embarked, loses its "selection ring" effect even though it is the currently selected unit. Changing the active unit and selecting it back seems to give it back the selection effect.

Thanks for the report!


Tried to test CPP EUI 2/13 beta version in hotseat mode yesterday.
AI players did not develop cells with luxury and strategic resources at all(but sea ones(coral etc.) were ok, though).
Hopefully hotfix changed that, testing.

Yep, that's what the hotfix was about!
 
Hello,

Thanks a lot for the hotfixed 13-2 beta modpack. Game is now playable in MP with or without AI. However, it is not very stable :

During times of peace, everything's fine.
But during war with the AI, desyncs/reloads occur almost every turn until peace is declared. Rarely, the AI at war will take a very long time to play its turn (aka more than one minute instead of the usual 2 seconds).

Didn't test war between humans yet.Will edit this post if trouble occurs.

Hence, this version is playable, but you've gotta be patient, and end wars quickly :D

Don't know if there's anything you can do about that,

Thanks again for the modpack :),

Beyondn00blike
 
@Deluxe: Good idea, but the tools require Civ5 to be running in the background, so I don't think this is possible (and if it is, it is far beyong my knowledge). :D

@beyondnooblike: Thanks for your feedback, it is much appreciated and helps a lot!


edit:
oh and about the hotfix for the hotfix for the beta: I will upload a new version soonish!
 
Back
Top Bottom