Community Patch - Modpack (Multiplayer Compatible)

Since I've received many requests on how to enable achievements in your custom modpacks:

Until I've finished the detailed tutorial which I wanted to do ages ago (sorry!), here is a much easier solution for everyone: ;)

Just use the DLL from my modpacks!
Go to
MP_MODSPACK_3-18-EUI\Mods\(1) Community Patch (v 76)
and copy the CvGameCore_Expansion2.dll
to the same place in your own modpack! Done! :)

Important: Just make sure that the version of the modpack/ DLL is the very same as the CP-version you are using!

Big thanks :) Works great!
 
@Lynnes, @Gazebo:
I am using @Lynnes's modpack v3/18. I play in Strategic Mode exclusively because I have a very old consumer-grade laptop. I don't know if issues are to be reported to either/both of you. I have the following three to report (screenshot attached):
  1. The Chinese capital cannot be seen. It shows on the minimap. Is this possible or is it a bug?
  2. There are two icons for my Pathfinder on the eastern Chinese border. The bottom icon is from the Normal mode (not Strategic mode).
  3. The Crossbowman on the western border is assigned automated Exploration duties, but he is frozen on the same tile for a few turns now. I need to manually move him and then reassign automated Exploration to see intended behavior.
I have seen issues #2 and #3 in my other new games (using the latest modpack v3/18) with Scouts as well.

These issues are not present with the latest stable version (v3/9) of the modpack. I am attaching the savegame here for debugging purposes if necessary.

Thank you both for your work.
 

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I'll rephrase this, could anyone elaborate on the steps needed to take this modpack and repack it into an mp modpack with a few extra ods? WOuld you just need to add the new mods into the mod subcdirectory of MP_MODSPACK? Or would you have to extract the mods from the current modpack and recompile it MPMPM?
 
Me and my friend tried out Civ V CBP 3/18 beta EUI. Every other turn, the game would desync and go into the loading screen. After this happened a few times we stopped. I noticed that the barbarians were taking an abnormally longer time with their turn than others.

2 Humans on same team
6 Prince AIs
Barbarians ON
Continents, standard time, standard size.

I've attached the logs below, I have no idea if these are right, I can't understand a line of it.
Actually, the logs won't upload
 

Attachments

Me and my friend tried out Civ V CBP 3/18 beta EUI. Every other turn, the game would desync and go into the loading screen. After this happened a few times we stopped. I noticed that the barbarians were taking an abnormally longer time with their turn than others.

2 Humans on same team
6 Prince AIs
Barbarians ON
Continents, standard time, standard size.

I've attached the logs below, I have no idea if these are right, I can't understand a line of it.

Try the no-EUI pack. EUI causes desyncs.

G
 
Sorry for the stupid question but I just extracted the folder to

\steamapps\common\Sid Meier's Civilization V\Assets\DLC

But there is absolutely no change ingame.
What could be wrong? I just bought all DLC's to use this mod here.

edit: Ok there is some vassal options, thats new. But I have still the old social politcs, also almost no resoruces on the whole map.?!?!
 
Sorry for the stupid question but I just extracted the folder to

\steamapps\common\Sid Meier's Civilization V\Assets\DLC

But there is absolutely no change ingame.
What could be wrong? I just bought all DLC's to use this mod here.

edit: Ok there is some vassal options, thats new. But I have still the old social politcs, also almost no resoruces on the whole map.?!?!


Do you have the following folder/ path:

Sid Meier's Civilization V\Assets\DLC\MP_MODSPACK_3-23_beta\Mods
?
 
Jeah.
Deleting the additional resources mod fixes the resource problem.
Deleting the balance patch doesn't make any difference.

So we are now just playing with better AI and diplomacy, which is nice, especialyl the vassalls.
 
Thanks for making this compatiable for multiplayer!

Just a few questions.
1. We tried using the no EUI modpack however the command bar disappeared, how can we get it to work with the official EUI?

2. Can we choose which mods we want to enable?
 
I've been playing around with the new beta modpack, and I just realized that on the EUI version, tile purchasing has completely disappeared. There is simply no option to purchase a tile, which is rather annoying, especially for the tile purchasing civs. Any ideas on a fix? :confused:
 
Thanks for making this compatiable for multiplayer!

Just a few questions.
1. We tried using the no EUI modpack however the command bar disappeared, how can we get it to work with the official EUI?

2. Can we choose which mods we want to enable?

1. the no-EUI modpack won't work with EUI, that's why there is the EUI-version
2. no, at least there is no easy way ;)

I've been playing around with the new beta modpack, and I just realized that on the EUI version, tile purchasing has completely disappeared. There is simply no option to purchase a tile, which is rather annoying, especially for the tile purchasing civs. Any ideas on a fix? :confused:

Are you trying to use the official EUI + this EUI-modpack? The modpack already includes the EUI! Using it twice will break things.
 
Are you trying to use the official EUI + this EUI-modpack? The modpack already includes the EUI! Using it twice will break things.

Nope. Just the modpack. I've made that mistake before so I already checked and confirmed that I only had the modpack installed. ;)
 
Nope. Just the modpack. I've made that mistake before so I already checked and confirmed that I only had the modpack installed. ;)

Just tried the EUI-modpack, and it's definitely there.
There is a small coin-icon in the upper left corner, where you can switch tile-purchasing on and off. Try clicking this one!
 
Me and my friend tried out 3/23 beta NON EUI. We are today on Turn 556 and we get one Desync and on Turn 560. Here are the Logs.
 

Attachments

My friend and I tried playing this, but we just get desync every turn after the first turn, and it goes away if we disable barbarians, but when we start a war, it comes back. Some people have apparently played without this problem. How do we fix this?
 
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