Community Patch - Modpack (Multiplayer Compatible)

I think so, at least I downloaded the github-files and compiled the DLL a few hours after the hotfix.
Or isn't the hotfix on github yet?

I couldn't complete the city state quest to build a stonehenge so I think the hotfix isn't included. It's either that or the hotfix doesn't work. :)
 
Thanks for the feedback and the update!

Updated 4/10 modpacks can be downloaded now!

Beta Modpacks Download


For those who already downloaded the 4/9-version, instead of downloading the whole modpack again, you can just use this DLL and replace the existing one here:

MP_MODSPACK_4-9_beta\Mods\(1) Community Patch (v 79)
 
First off - thanks a lot for an absolutely amazing modpack. Now I can never go back to playing vanilla CiV.

Been playing the last three full releases along with a couple of the beta packs - with varying degrees of success. Only real issue is desyncs.

Have attached logfiles from my last session, using 4-5 Beta. Game desyncs nearly every turn.

Hope the files can help improve on the issues.


//Triandar
 

Attachments

How come that even if I delete EVERY file in the No Popups add-on that the game STILL tells me that a Great Musician will spawn with the Artistic Genius policy or whatever?
 
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 ;)



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

So what is the no-EUI modpack for? or how can we get it to work?

Sorry but I really find the new EUI to be too busy for my like
 
So what is the no-EUI modpack for? or how can we get it to work?

Sorry but I really find the new EUI to be too busy for my like

I assume the no-EUI doesn't have EUI.

the EUI version just comes with the EUI installed with it (so having a copy of the EUI itself from the main mod is pointless)
 
So what is the no-EUI modpack for? or how can we get it to work?

Sorry but I really find the new EUI to be too busy for my like

EUI is not directly compatible with CBP. The no-EUI modpack is the CBP itself, and it will NOT work with EUI.

But a lot of player like playing with EUI, so they modified EUI in order to make it compatible with CBP. The EUI modpack contain CBP and a version of EUI modified in order to work correctly.
 
Lots of desyncs after trying 4-10_beta (going from once every 15-25 turns in 4-5, to every 2-4 turns in 4-10), which logs should I check / send to maybe see what's causing it?

Really good updates though, keep up the good work!
 
Lots of desyncs after trying 4-10_beta (going from once every 15-25 turns in 4-5, to every 2-4 turns in 4-10), which logs should I check / send to maybe see what's causing it?

Really good updates though, keep up the good work!

EUI or no-EUI? Barbs or no barbs?

Post your netmessagedebug log.

G
 
No EUI, yes barbs. Are barbs known for causing problems? I skimmed the other threads and seen something about it.

Will post the log when my friends want to play again (soon)!
 
No EUI, yes barbs. Are barbs known for causing problems? I skimmed the other threads and seen something about it.

Will post the log when my friends want to play again (soon)!

Yes, barbs can cause issues, though the reason behind it remains unknown for now. 'm working on it, but issues persist.

G
 
Started a new game without barbs, there's a lot less desyncs now.

The few I had were marked as so in the log:

[1560.587] DBG: Unit out of sync. Player=1, Name=Scout, id=1395, X=41, Y=24
Variable Out Of Sync : CvUnit::m_iEverSelectedCount
[1563.660] DBG: setTimeoutCheck(false)
[1563.660] DBG: SetTurnSlicingActive 0

[2311.794] DBG: Game Random Number Generators are out of sync : local.seed=
[2314.758] DBG: setTimeoutCheck(false)
[2314.758] DBG: SetTurnSlicingActive 0

[2752.372] DBG: Game Random Number Generators are out of sync : local.seed=
[2755.414] DBG: setTimeoutCheck(false)
[2755.414] DBG: SetTurnSlicingActive 0
 
Started a new game without barbs, there's a lot less desyncs now.

The few I had were marked as so in the log:

[1560.587] DBG: Unit out of sync. Player=1, Name=Scout, id=1395, X=41, Y=24
Variable Out Of Sync : CvUnit::m_iEverSelectedCount
[1563.660] DBG: setTimeoutCheck(false)
[1563.660] DBG: SetTurnSlicingActive 0

[2311.794] DBG: Game Random Number Generators are out of sync : local.seed=
[2314.758] DBG: setTimeoutCheck(false)
[2314.758] DBG: SetTurnSlicingActive 0

[2752.372] DBG: Game Random Number Generators are out of sync : local.seed=
[2755.414] DBG: setTimeoutCheck(false)
[2755.414] DBG: SetTurnSlicingActive 0

Did these coincide with desyncs? A lot of 'out of sync' messages are benign (and are simply reports of what the DLL is doing to keep things in-sync).

At some point, I'd appreciate it if someone would run a vanilla MP game (or get someone they know that already runs vanilla civ MP) to post their netmessagedebug logs. Would be nice to have a constant to test against.

G
 
Yes, I sniped the log file JUST as the game desynced and those were the 3 last lines in it each time. I can copy more lines next time, if that helps? Or do you just want the entire log file?
 
Yes, I sniped the log file JUST as the game desynced and those were the 3 last lines in it each time. I can copy more lines next time, if that helps? Or do you just want the entire log file?

No, that's fine. I've suspected the RNG element is key in all of this, and that adds more fuel to my fire.

G
 
thanks for this amazing pack and i just want to ask can i delete no pop-ups folder and customize the "CustomModOptions.xml" ? because i'm only gonna use this for SP
 
thanks for this amazing pack and i just want to ask can i delete no pop-ups folder and customize the "CustomModOptions.xml" ? because i'm only gonna use this for SP

Customizing the ModOptions should work, while deleteting the NoPopups-mod doesn't. The latter would require creating a new modpack without the mod active.
 
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