Community Patch - Modpack (Multiplayer Compatible)

I have to wait for Ilteroi to update the github, but as soon as the fix is there, I'll update the modpacks!
 
Updated both 4/23 modpacks with the latest hotfixes (including range indicator)

Beta Modpacks

If you don't want to download the whole modpack again, you can also replace the DLL (MP_MODSPACK_4-23_EUI_beta\Mods\(1) Community Patch (v 79))yourself:

hotfixed DLL for 4/23
 
Updated both 4/23 modpacks with the latest hotfixes (including range indicator)

Beta Modpacks

If you don't want to download the whole modpack again, you can also replace the DLL (MP_MODSPACK_4-23_EUI_beta\Mods\(1) Community Patch (v 79))yourself:

hotfixed DLL for 4/23

Thanks a lot!

Unfortunately, there are still quite a lot desyncs with barbarians (and EUI). I guess we played 13 turns and got 7 desyncs. The previous version was quite stable with EUI but without barbarians, so I guess the latter is to blame.
 
well that's annoying. we tried to remove some of the randomness from barbarians in the hope that it would help. but apparently it doesn't ... running out of ideas there
 
Thanks a lot!

Unfortunately, there are still quite a lot desyncs with barbarians (and EUI). I guess we played 13 turns and got 7 desyncs. The previous version was quite stable with EUI but without barbarians, so I guess the latter is to blame.

And without EUI?


G
 
I already have the standard community patch installed (Single Player). Will it conflict with this multiplayer modpack?
 
New game, latest beta pack (4-23).

No EUI. No Barbs.

Perhaps four desyncs in the first 99 turns.

Debug message sample:
[53109.390] DBG: Unit out of sync. Player=1, Name=Worker, id=1503, X=18, Y=12
Variable Out Of Sync : CvUnit::m_iEverSelectedCount


[53109.390] DBG: Unit out of sync. Player=1, Name=Settler, id=1502, X=16, Y=12
Variable Out Of Sync : CvUnit::m_iEverSelectedCount


[53109.390] DBG: Game Random Number Generators are out of sync : local.seed=-1374512763211285291, remote.seed=-8551895649894875926
local.callCount=27348, remote.callCount=27349
local.resetCount=4, remote.resetCount=4
 
I already have the standard community patch installed (Single Player). Will it conflict with this multiplayer modpack?

The installation itself is not a problem, but you should not try to load the Community Patch-mods via the mod menu as long as the modpack is active.

If you are using the EUI-versions, you should also remove the UI_bc1-folder from Sid Meier's Civilization V\Assets\DLC before running the EUI-modpack
 
well that's annoying. we tried to remove some of the randomness from barbarians in the hope that it would help. but apparently it doesn't ... running out of ideas there

I don't know if this helps, but after desyncs there are sometimes barbarians alive, who I have killed before the desync. While at war, I sometimes notice that after desyncs my units aren't where they were when the turn ended. The host hasn't noticed this sort of behaviour.
 
I'm trying to see if I can get some debug info by doing a local 2 player MP modded game using my 2 steam accounts, one on each computer.

Oddly, I have some problems with this mod when I switch accounts. On both computers, the mod is fine when I log in with the "primary" account, but when I log in using my second account (which happens to own another copy of all of the Civ V stuff), I get errors with this mod. It appears to work fine un-modded, but when I use this mod I get "unable to load texture" errors frequently. Often for a "UnitAction45_DLC_02.dds" but sometimes other items. This usually happens when I first go to the research tree.

(note that this happens in SP as well as MP)

Any thoughts? I've seen suggestions on fixing this type of issue with mods using ModBuddy, but I'm not sure that that's relevant here. It's also very peculiar that it only happens with the secondary account logged into steam. It doesn't appear to be an issue with the rest of the DLC (as far as I've tested...).
 
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