Community Patch - Modpack (Multiplayer Compatible)

Also I started a new game so my logs are probably full of that. I'll recreate the situation tho and get another desync then I'll post those logs
 
Just finished a game with 3 friends and 4 bots - it was pretty fun, sadly i forgot to turn on logs.

We had a few issues during our game (Beta 2/17):

1. When the turn ended while being in trade windows with one of the bots you'd need to reconnect since you could not close the trade window.

2. Desync loading screen after every reconnect (not too much of an issue)

3. Quite a few desyncs in lategame wars (Maya had like 6000 points in military so not too weird i suppose)

4. Maya didn't really use all the military they had. I conquered two cities solely with my fleet and did not have any units to defend them, yet mayas infantry was just standing at the borders watching. They rarely attacked any city in general. (Prince difficulty i think)



We'll play another round with the new beta this evening (without bots but more players), i'll enable log for that.

PS: Is it possible to include InfoAddict into this multiplayer version? We really miss looking at those graphs at the end of the game.
 
Is there a way to know what changes or fixes are made between versions, except of course the obvious one(playing the game)?
 
Just finished a game with 3 friends and 4 bots - it was pretty fun, sadly i forgot to turn on logs.

We had a few issues during our game (Beta 2/17):

1. When the turn ended while being in trade windows with one of the bots you'd need to reconnect since you could not close the trade window.

2. Desync loading screen after every reconnect (not too much of an issue)

3. Quite a few desyncs in lategame wars (Maya had like 6000 points in military so not too weird i suppose)

4. Maya didn't really use all the military they had. I conquered two cities solely with my fleet and did not have any units to defend them, yet mayas infantry was just standing at the borders watching. They rarely attacked any city in general. (Prince difficulty i think)



We'll play another round with the new beta this evening (without bots but more players), i'll enable log for that.

PS: Is it possible to include InfoAddict into this multiplayer version? We really miss looking at those graphs at the end of the game.

Reported AI acting badly several times, no acknoledgement for now.
My last few games were walk in the park in term of war.
 
Reported AI acting badly several times, no acknoledgement for now.
My last few games were walk in the park in term of war.

Patently untrue. Besides, Ilteroi and I do most of our discussions on github and in the DLL. Please don't make it sound like we're not listening.

G
 
Lenox: Gazebo posts the changelogs of the new versions in the CP subforum.

Svonn: When you say "quite a few desyncs": How many approximately in how many turns? :D

Concerning the AI I noticed that sometimes when they get the chance to kill an enemy unit they just don't do it.
Example: City siege, city bombards attacking unit and leaves it with very few HP left. Now the ranged unit that is garrisoned in that city would have the chance to easily kill this unit, but instead they fire at another unit with full HP.
 
Lenox: Gazebo posts the changelogs of the new versions in the CP subforum.

Svonn: When you say "quite a few desyncs": How many approximately in how many turns? :D

Concerning the AI I noticed that sometimes when they get the chance to kill an enemy unit they just don't do it.
Example: City siege, city bombards attacking unit and leaves it with very few HP left. Now the ranged unit that is garrisoned in that city would have the chance to easily kill this unit, but instead they fire at another unit with full HP.
Quite a few means almost every time you throw a few nukes in one round (2 nukes on a city which killed like 10 units surrounding it) and every 3-5 turns after we prohibited nukes.
My guess would be every time the bot moves alot of units at once, which usually happens when he prepared alot of his units south but we bombed and attack from north instead.

In addition to that we had some interesting cases of bots declaring war only for one person.
For instance, i got a message that a civ declared war on my friend but he didnt receive such a message. When the turn ended we got a desync loading screen and we continued with the version of him (the host at that time i think, so no war).
This also caused a minor bug where one of my frigates didnt have a flag and only a model ingame and randomly vanished in the fog instead of revealing it.


EDIT: Oh and desyncs got less when we killed more bots (kinda obvious i suppose), only had 1 desync in 20 rounds or so when fighting the last one
 
Patently untrue. Besides, Ilteroi and I do most of our discussions on github and in the DLL. Please don't make it sound like we're not listening.

G

Sorry, reading myself again and I can see that this looked pretty aggressive.

But it's true that other and I have been reporting really weird AI behavior in a few topics, without answers, so I was under the impression the subject was kind of taboo, as nor you nor Ilteroi answered.

I'll go and take a look on github, but I still think that it's one of the biggest issue remaining. I reported some really bad moves in detail here : http://forums.civfanatics.com/showpost.php?p=14164833&postcount=17 and elsewhere. I could post more and give logs, but I doubt logs are helping in this case.

Edit ; ok, I even spot some issues you created on Github as possible explanations for the bad AI behavior I saw. I'll try to check that more in details and to spot patterns.
 
Sorry, reading myself again and I can see that this looked pretty aggressive.

But it's true that other and I have been reporting really weird AI behavior in a few topics, without answers, so I was under the impression the subject was kind of taboo, as nor you nor Ilteroi answered.

I'll go and take a look on github, but I still think that it's one of the biggest issue remaining. I reported some really bad moves in detail here : http://forums.civfanatics.com/showpost.php?p=14164833&postcount=17 and elsewhere. I could post more and give logs, but I doubt logs are helping in this case.

Edit ; ok, I even spot some issues you created on Github as possible explanations for the bad AI behavior I saw. I'll try to check that more in details and to spot patterns.

Just because we don't respond to every post on something doesn't mean we aren't listening. Best place to see what we're up to is on github – we document most everything on there.

G
 
Just because we don't respond to every post on something doesn't mean we aren't listening. Best place to see what we're up to is on github – we document most everything on there.

G

Understood ! Will report there more and with more details.

Concerning AI behavior, the best way to report would be with screenshots + saves + logs ?
 
Hello, I just starting playing with this mod in single player. I noticed I could not steal a worker from city state with my scout, is this an error or a feature? (I'd move on top of the worker and it'd just move away next turn instead of turning into my worker)
 
Hello, I just starting playing with this mod in single player. I noticed I could not steal a worker from city state with my scout, is this an error or a feature? (I'd move on top of the worker and it'd just move away next turn instead of turning into my worker)

Did you first declare war to the CS ? If not, that's normal.
This mod include the possibility for civilian to be in the same case than any non-hostile unit. If you were at war with the CS, it's a bug.
 
Just started using this pack with the EUI in multiplayer games, If I wanted to add more mods to the pack whats the best way to do it?
 
My girlfriend and I are having desyncs at the end of every turn or two. We observe this with both the 1/23 No-EUI build and the 2/24 beta build. No other mods installed. I've attached the logs; any help would be greatly appreciated! The logs are from the 2/24 beta build.

We also had a problem where we couldn't build improvements on the resources added by the More Luxuries component, but the "Verify Integrity of Game Cache" button in Steam seems to have fixed that.
 

Attachments

My girlfriend and I are having desyncs at the end of every turn or two. We observe this with both the 1/23 No-EUI build and the 2/24 beta build. No other mods installed. I've attached the logs; any help would be greatly appreciated! The logs are from the 2/24 beta build.

We also had a problem where we couldn't build improvements on the resources added by the More Luxuries component, but the "Verify Integrity of Game Cache" button in Steam seems to have fixed that.

I have the exact same issue...literally unplayable
 
My Friend and I having desyncs every turn as well. So annoying!

Anyways: I suppose you can't play MP with Communitas map?
 
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