Community Patch - Modpack (Multiplayer Compatible)

Small request - would you mind not putting your text in blue? Basic black is fine. It is very difficult to read (and doesn't help your post's visibility, aside from making me not want to read it).

Thanks!
G

I always type in blue or yellow on forums like this. Always. I'm not going to stop it now, just because of a polite ask... but I'm willing to make it a darker shade of blue when I remember.

I believe, that it also highly depends on your starting civs... Which civs were you playing?

That's the thing. We played Random Civilizations. Sweeden, Korean, American... that's just of the top of my head. To best get a hang of the new civs, we felt it was best to just let chance decide. Sooo, Starting Bias shouldn't be affecting us so much we were always coast + forest/jungle + trunda or desert.
 
I always type in blue or yellow on forums like this. Always. I'm not going to stop it now, just because of a polite ask... but I'm willing to make it a darker shade of blue when I remember.
<snip>

Try viewing your posts in this forum with a different style selected from the options in the bottom left. I and many others use the Black style and it is next to impossible to read your posts, even moreso now that you've chosen a darker blue.

Artistic flair is one thing but to dogmatically stick to it when all you are doing is trying to convey information is rather a strange choice.
 
... Okay, fine. With the fact that this board is a multiple style board, I will admit that colour text is not a possibility. If I do yellow here, people on the default can't read it, and if I do blue, people on the black struggle to read it...

I hate doing so however.
 
I've successfully made a modpack using MPMPM, played first 30-40 turns and everything seems to be in order.
There's something weird going on with achievements, I got one for finding a ruin but didn't get one for founding a second city nor for upgrading a unit. Anyone know why is that?
 
I've used MPMPM to create a modpack containing Vox Populi and two other mods I use (Info addict and Unit path viewer). Everything seems to be working, though I did only play the first 30-40 turns.

There seems to be an issue with achievements however. I got an achievement for finding a ruin but didn't get any for founding a second city and promoting a unit. Anyone know the reason why this might be happening?

You can download the modpack I've created from here (maybe test if achievements are working on your end?):

https://mega.nz/#fm/iYB1WBJS
 
Gazebo appears to have created an MP for the newest 7-27 beta here: https://mega.nz/#F!WVUUQLzK!tSetmdyq-_aw0t07iCVrCQ. I'll likely be testing it out with two other friends today/tomorrow. I'll report back whatever we find, hopefully it's more stable than the last one.

@Groff: Which version is that modpack made with? I also can't seem to access it, it just takes me to a login page rather than the actual download.
 
Gazebo appears to have created an MP for the newest 7-27 beta here: https://mega.nz/#F!WVUUQLzK!tSetmdyq-_aw0t07iCVrCQ. I'll likely be testing it out with two other friends today/tomorrow. I'll report back whatever we find, hopefully it's more stable than the last one.

@Groff: Which version is that modpack made with? I also can't seem to access it, it just takes me to a login page rather than the actual download.

It's the latest version. Try this link, it should be working:


https://mega.nz/#!nAp2Ra6Y!dQIwxQQyMBqkuJLtWtdYBebRjN52ilqORjDTRVMBrsw
 
Just tried the new version Gazebo posted and we had immediate desyncs on the second and third turn. I have logs enabled, but I'm not entirely sure which to post. Let me know and I can post them! I've also noticed that some UI elements appear to be doubled. I'll post a picture with the logs.

We're going to try starting without events, then without barbs to see if either of those are causing issues.

How many players did you test with? Did you encounter any desyncs with your mudpack?
 
At first we thought we may have narrowed it down to an issue with the scout, specifically the reconnaissance promotion. Whenever a human player gains XP in a turn through this promotion the game would desync. But after making sure the players didn't construct in a new game, we still had a desync on the second turn, and every two turns thereafter. Turning off events changed nothing as far as we can tell. However our last test, turning off barbarians altogether, appears to have worked so far. 10 turns in and zero desyncs... Let me know which logs to send and I'll send them, and if you want me to test anything specific. I have two other people who love this mod and would love to help test it.

Settings: Huge, 7 AI, 3 Human, Continents Plus, Gazebo's MP 7-27 (no human vassalage, policy and promotion saving, domination only victory, random personalities, raging barbarians -- disabled )
 
At first we thought we may have narrowed it down to an issue with the scout, specifically the reconnaissance promotion. Whenever a human player gains XP in a turn through this promotion the game would desync. But after making sure the players didn't construct in a new game, we still had a desync on the second turn, and every two turns thereafter. Turning off events changed nothing as far as we can tell. However our last test, turning off barbarians altogether, appears to have worked so far. 10 turns in and zero desyncs... Let me know which logs to send and I'll send them, and if you want me to test anything specific. I have two other people who love this mod and would love to help test it.

Settings: Huge, 7 AI, 3 Human, Continents Plus, Gazebo's MP 7-27 (no human vassalage, policy and promotion saving, domination only victory, random personalities, raging barbarians -- disabled )

Barbs have been known to cause desyncs. Neither ilteroi nor I can figure out why, but thank you for the update on that.

The net logs (netmessage etc.) are useful.

Thanks!
G
 
Yeah, barbarians are extremely desync prone. Playing with barbarians off has been very smooth in the recent versions though, rarely any desyncs.

Also, on the 7-27 EUI version neither me nor my friend could improve any of the more luxuries stuff like Amber/Perfume/Coffee etc. Didn't try planting great people improvements on it though.
 
Yeah, barbarians are extremely desync prone. Playing with barbarians off has been very smooth in the recent versions though, rarely any desyncs.

Also, on the 7-27 EUI version neither me nor my friend could improve any of the more luxuries stuff like Amber/Perfume/Coffee etc. Didn't try planting great people improvements on it though.

Not sure why that (plantation woes) would be the case, as the modpack is set up identically to Lynne's old model.

G
 
Here we go: Logs.

These are the logs from after the games we played. We made it to turn 80 (on epic) w/ zero desyncs after removing barbarians from the game. Let me know if there is anything specific we should test.
 
Here we go: Logs.

These are the logs from after the games we played. We made it to turn 80 (on epic) w/ zero desyncs after removing barbarians from the game. Let me know if there is anything specific we should test.

For now, play without barbs, and report any oddities with the game. Thanks!

G
 
For now, play without barbs, and report any oddities with the game. Thanks!

G

3hr of constant desync!! Cleaned cache....played with and withou barbs...any sugestions by viewing the logs?

We both used the CPProject Full EUI 3/9
Small continents
QuickCombat
Quick move
large map
10civ

Thanks

Luis
 

Attachments

3hr of constant desync!! Cleaned cache....played with and withou barbs...any sugestions by viewing the logs?

We both used the CPProject Full EUI 3/9
Small continents
QuickCombat
Quick move
large map
10civ

Thanks

Luis

Please step up to the latest modpack version. It is linked on the latest thread.

G
 
Is there a way to use Communitas map script if I use the multiplayer modpack?

I've made a new one this morning and included R.E.D. resized units, Info addict, Unit path viewer and In game editor. The script for Communitas was placed inside Community patch/mapscripts folder and was working if I loaded Vox Populi using the mod menu in game. However after I made the modpack the option to select Communitas map has disappeared. The file is still in the right folder in the MP_MODSPACK directory.
 
Is there a way to use Communitas map script if I use the multiplayer modpack?

I've made a new one this morning and included R.E.D. resized units, Info addict, Unit path viewer and In game editor. The script for Communitas was placed inside Community patch/mapscripts folder and was working if I loaded Vox Populi using the mod menu in game. However after I made the modpack the option to select Communitas map has disappeared. The file is still in the right folder in the MP_MODSPACK directory.

Make a map with communitas, save the map in your save menu, send that map to friend and then both load that.

G
 
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