Community Patch - Modpack (Multiplayer Compatible)

Well that's the first post I've ever reported on civfanatics, which is an achievement of one kind, I suppose.

Noo, I missed it! :(

Hi! Is there a chance for the leatest beta version of the mod only with AI? If I`m correct computer right now communicate with players in MP? If thats true me and my friend really, REALLY want to play and test it.

I'll see what I can do. ;)
 
Hi! Is there a chance for the leatest beta version of the mod only with AI? If I`m correct computer right now communicate with players in MP? If thats true me and my friend really, REALLY want to play and test it.

There you go:

4/5 beta CP only

Please give us some feedback how it works! :)
 
Barbarians are broke. Friend and I tested this yesterday with and without EUI.

Without EUI + NO Barbarians = Stable, no desyncs until turn 102

With EUI + NO Barbarians = Semi-stable, desyncs every 20 or so turns, more in later eras

Without EUI + Barbarians = Unstable, desyncs every other turn

With EUI + Barbarians = No. Just no. Desync every turn

This was with the latest version (2-5)
 
Whoops, here's 1 set of log files from our currently going game of EUI+NO Barbarians, if it helps at all. We decided we can deal with some Resyncs for the EUI that both of us love. He's not online right now, so I can't grab his log files at the moment.

Next time there's a major update, we'll do the same test that I described in my above post (And I'll remember to save the logs from each attempt we make).

EDIT Damn they didn't upload. Look for a followup
 
Hi, me and my friends are getting desyncs in our multiplayer game every 1-2 turns. We've tested multiple games with different configurations and we've come to the conclusion that turning off barbarians pretty much fixes the problem. EUI didn't seem to cause any problems. Turning off Ancient Ruins had no effect.

Attached is the net_message_debug log which is full of desync errors after turn 0. Turning off barbarians effectively reduces the amount of desyncing to zero.

All players have all the required DLC.
 

Attachments

Bug: Getting a random flooding event destroys wheat resource, in addition to farms. Doesn't seem intended!
 
Bug: Getting a random flooding event destroys wheat resource, in addition to farms. Doesn't seem intended!

This happened to me and my friend too.

In addition with 4/5 full without EUI and NO barbarians we were getting desyncs every now and then, no logging though will have to turn that on when we continue.
 
Bug: Getting a random flooding event destroys wheat resource, in addition to farms. Doesn't seem intended!

This bug is already known to Gazebo and afaik he's going to change it in the next version, so that improvements only get pillaged, not destroyed.
 
Made a game testing the 4-5 Beta.

I've posted the log files here, let me know if you need anything else.

Game settings:
Spoiler :

  • Player 0, Ottomans
  • Player 1, Maya
  • 5 AI, 16 CS
  • No Barbs
  • Human Vassalage
  • Random Personalities
  • Quick Combat and Movement
  • Research Agreements
  • No Tech Brokering
  • Transparent Diplomacy
  • Hybrid Turns
  • Fractal, Standard size, Standart game pace
  • Disabled Time Victory
 

Attachments

This bug is already known to Gazebo and afaik he's going to change it in the next version, so that improvements only get pillaged, not destroyed.

Cool; Also, is it possible to change it so you don't get the nasty event during war almost every single turn? The one that asks you to lose gold, population or happiness in a city? It's not a huge deal once you get markets / collesiums, but when you start next to montezuma that immidiately declares war on you it's really freaking annoying how you can win the war but the event-spam can still leave your economy bled dry... ;<

I only found out about the mod a few days ago and outside of a few tiny things I've had no problems at all, it works flawlessly. It's almost a civ 6, so thank you for the effort you put into making it!
 
Have the barbarian desyncs been fixed in the 4/9 modpack?

I think this part of the changelog answer to your question :

Bugs:

+Worked on multiplayer desyncs a bit (maybe helps, maybe doesn't - shrug)
+Reverted delta change for savegames - may fix issue with AI civs getting a 'free turn' when you load a game.
+Fixed quite a few bugs/quirks with AI military and operational logic regarding targeting (should potentially fix passivity we've been seeing on this front). AI expansion and military sizes values adjusted, and some bigger issues with operational merging fixed (AI is...a little terrifying right now.)
+Ilteroi - changes to CoM logic, and some pathfinding work
 
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