Community Patch - Modpack (Multiplayer Compatible)

Hi guys, I'm here because I've been a civfanatic ever since I played civ3 on PS1.

Straight to the deal, I've got 6 buddies, we play civ5 (with all the things). Everyone has a respectable PC, broadband cable connections (except one of us, he's on ADSL), we're all IT guys.

Desyncs used to happen randomly at first in vanilla, but we managed to take that down to almost never by setting this: EnableGameCoreThreading = 0 in config.ini
Game used to be almost unplayable before that, now we play for hours on end and maaaaybe get 1 desync.
Tonight, we tried this modpack (12/10) with EUI, insta desync on turn 3 or 4.

We'll happily beta test this and help make it stable. All the guys loved the changes I read out to them when I presented this modpack!
 
If you can make it happen, Josip, we'll all be in your debt.

You'll very likely need to coordinate with Gazebo and Iteroi, however.
 
Hi guy, i often play civ V lan game, i enjoy the community patch so i use your "DLC" now .
But i can't do lan game ;( , Your mod switch the lan game option by the internet game.

When go to multiplayer >Local Network and i click on Host Game it will create a Internet Game lobby.
Anyone got this issue ? ;(
 
Updated both modpacks to 12/10!

Everyone who encountered desync issues with previous versions should try this one instead, since Gazebo and Ilteroi were working hard on a possible fix. So please report back if the desyncs are gone now. :)




Unfortunately there are some achievements that won't unlock atm, but I will ask Gazebo about it and see what I can do!
My brother and I played 131 consecutive turns this morning without a desync. We are both using the 12/10 EUI version - we did not test the other.

We had the crippling desync problem when using the previous patch two months ago.
 
When go to multiplayer >Local Network and i click on Host Game it will create a Internet Game lobby.
Anyone got this issue ? ;(

Just tried it and can't confirm. How do you know it's an online lobby (not LAN)? Do random people join?
For both the lobby list is labeled "Internet Games"..


My brother and I played 131 consecutive turns this morning without a desync. We are both using the 12/10 EUI version - we did not test the other.

We had the crippling desync problem when using the previous patch two months ago.

Yay! :eekdance:
 
Just tried it and can't confirm. How do you know it's an online lobby (not LAN)? Do random people join?
For both the lobby list is labeled "Internet Games"..




Yay! :eekdance:


I tried to play a game with my brother on steam, because it was write Internet game we checked and it was hosted as internet game instead of network game, and yes some people with the "DLC" joined too ^^.
 
Is it true that CIV5 uses UDP instead of TCP?
On one hand, TCP would not allow the game to continue if a package got lost.
On the other, UDP's tolerance to losing package might be what blocks the game from continuing because (I assume) the turn timer waits for all players' packages to advance the game.

These are just assumptions I made as a programmer (aka trying to understand the problem because I want this to work so bad).
 
Hello, I've been playing for Venice and got warmonger penalty for buying city-state. I believe this is stupid since it means you can only get some cities in early game cause in midgame and later you are going to be severely punished by AI for taking a couple of them. That weakens Venice a lot, so I thought you might reconsider this feature.
 
PRESET:
Game ran on DX10 & 11, everyone has 1.0.3.279.
All humans configured config.ini like so:
Code:
EnableGameCoreThreading = 0
Before each scenario the cache folder was emptied prior to mod installation, afterwards the integrity of game files was verified via Steam, after that each human unpacked the mod into the DLC folder.
TESTERS: ekspanzi, monixide, broz

SCENARIO 1:
host: ekspanzi
3 humans,
0 AI,
internet standard,
tiny pangea default + 70 turn timer, quick combat, quick movement,
CPProjectFull_EUI_12-10_Modpack
RESULT 1:
1 human (host) dropped when other 2 humans picked a social policy at turn 8, game re-rendered (reloaded) for remaining two humans. Previous host was unable to reconnect, kept getting "error joining multiplayer game".

SCENARIO 2:
host: broz
3 humans,
0 AI,
internet standard,
tiny pangaea default - quick movement
CPProjectFull_12-10_Modpack
RESULT 2:
TURN 5: Re-render for all humans. Game continued normally.
TURN 7: Re-render for all humans. Game continued normally. 2 humans got techs.
TURN 10: 2 humans choose social policy. No re-render, no drop, normal gameplay.
TURN 11: Re-render for all humans. Game continued normally.
TURN 12 ... 15: Re-render for all humans. Game continued normally.
We quit the game to restart and edit config.ini to:
Code:
EnableGameCoreThreading = 1

SCENARIO 3:
host: ekspanzi
3 humans,
0 AI,
internet standard,
tiny pangaea default,
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 3:
TURN 8: Re-render for all humans. Game continued normally.
TURN 10: Re-render for all humans. Game continued normally. Re-render got stuck for Monoxide. Host kicked Monoxide. Game continued normally.
TURN 11: Re-render for all humans. Game continued normally.
TURN 12: Monoxide rejoined, game got stuck on turn end, "waiting for players" for all.
We quit to restart and host on pitboss.

SCENARIO 4:
host: broz
3 humans,
0 AI,
internet pitboss,
tiny pangaea default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 4:
TURN 5 ... 15: Re-render for all humans. Game continued normally.
We quit to restart without city states.

SCENARIO 5:
host: broz
3 humans,
0 AI,
internet pitboss,
tiny continents default, + no barbs, 0 city states
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 5:
TURN 3: Re-render for all humans. Game continued normally.
TURN 7 ... 10: Re-render for all humans. Game continued normally.
We quit to restart without steam overlay.

SCENARIO 5:
host: broz
3 humans,
0 AI,
internet pitboss,
small continents default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
RESULT 5:
TURN 8: Re-render for all humans. Game continued normally.
TURN 9 ... 18: We suspect map exploration causes re-rendering. We fortify all units.
TURN 19 ... 24: Game runs as expected!
TURN 24: We move units against unexplored area (clouds). Game re-renders.
TURN 25: We move units against fog of war. Human's city expanded border thus exploreing area, game re-renders. We fortify units.
TURN 26 ... 28: Game runs as expected!
TURN 29: We move units against fog of war, we make sure no city expanded by monitoring expansion. Game runs as expected!
TURN 30: We move units against unexplored area. Game re-renders.
We quit to take a break. We conclude map exploration causes re-rendering. Next, we'll try to remove the "More Luxuries" mod from the modpack since we assume it's the one single mod that affects the map the most.
 
PRESET:
Game ran on DX10 & 11, everyone has 1.0.3.279.
All humans configured config.ini like so:
Code:
EnableGameCoreThreading = 0
Before each scenario the cache folder was emptied prior to mod installation, afterwards the integrity of game files was verified via Steam, after that each human unpacked the mod into the DLC folder.
TESTERS: ekspanzi, monixide, broz

SCENARIO 1:
host: ekspanzi
3 humans,
0 AI,
internet standard,
tiny pangea default + 70 turn timer, quick combat, quick movement,
CPProjectFull_EUI_12-10_Modpack
RESULT 1:
1 human (host) dropped when other 2 humans picked a social policy at turn 8, game re-rendered (reloaded) for remaining two humans. Previous host was unable to reconnect, kept getting "error joining multiplayer game".

SCENARIO 2:
host: broz
3 humans,
0 AI,
internet standard,
tiny pangaea default - quick movement
CPProjectFull_12-10_Modpack
RESULT 2:
TURN 5: Re-render for all humans. Game continued normally.
TURN 7: Re-render for all humans. Game continued normally. 2 humans got techs.
TURN 10: 2 humans choose social policy. No re-render, no drop, normal gameplay.
TURN 11: Re-render for all humans. Game continued normally.
TURN 12 ... 15: Re-render for all humans. Game continued normally.
We quit the game to restart and edit config.ini to:
Code:
EnableGameCoreThreading = 1

SCENARIO 3:
host: ekspanzi
3 humans,
0 AI,
internet standard,
tiny pangaea default,
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 3:
TURN 8: Re-render for all humans. Game continued normally.
TURN 10: Re-render for all humans. Game continued normally. Re-render got stuck for Monoxide. Host kicked Monoxide. Game continued normally.
TURN 11: Re-render for all humans. Game continued normally.
TURN 12: Monoxide rejoined, game got stuck on turn end, "waiting for players" for all.
We quit to restart and host on pitboss.

SCENARIO 4:
host: broz
3 humans,
0 AI,
internet pitboss,
tiny pangaea default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 4:
TURN 5 ... 15: Re-render for all humans. Game continued normally.
We quit to restart without city states.

SCENARIO 5:
host: broz
3 humans,
0 AI,
internet pitboss,
tiny continents default, + no barbs, 0 city states
CPProjectFull_12-10_Modpack,
Core threading enabled
RESULT 5:
TURN 3: Re-render for all humans. Game continued normally.
TURN 7 ... 10: Re-render for all humans. Game continued normally.
We quit to restart without steam overlay.

SCENARIO 5:
host: broz
3 humans,
0 AI,
internet pitboss,
small continents default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
RESULT 5:
TURN 8: Re-render for all humans. Game continued normally.
TURN 9 ... 18: We suspect map exploration causes re-rendering. We fortify all units.
TURN 19 ... 24: Game runs as expected!
TURN 24: We move units against unexplored area (clouds). Game re-renders.
TURN 25: We move units against fog of war. Human's city expanded border thus exploreing area, game re-renders. We fortify units.
TURN 26 ... 28: Game runs as expected!
TURN 29: We move units against fog of war, we make sure no city expanded by monitoring expansion. Game runs as expected!
TURN 30: We move units against unexplored area. Game re-renders.
We quit to take a break. We conclude map exploration causes re-rendering. Next, we'll try to remove the "More Luxuries" mod from the modpack since we assume it's the one single mod that affects the map the most.

Great work here. I'm forwarding on to ilteroi, as he's been working on this the most lately.

If you can do me a favor - try running just the community patch (no EUI, no CBP, nothing) and see how it does. That is the core test, to me.

G
 
Great work here. I'm forwarding on to ilteroi, as he's been working on this the most lately.

If you can do me a favor - try running just the community patch (no EUI, no CBP, nothing) and see how it does. That is the core test, to me.

G

Sure thing. That was the next step anyways. I assume that means just to remove folders 3, 4, 5? By remove, I mean simply cut them out of the mods folder of your modpack, right?
 
Unfortunately deleting these mods or trying to replace them with newer versions will break the modpack, so you'll need a new one that was created with the CP only (deleting/ replacing mods only works in very rare cases, when they don't include any changes to gameplay balance and so on). That's why I always create each modpack from scratch. ^^
I'm not at my computer right now, but I can do this tomorrow!
 
PRESET:
Game ran on DX10 & 11, everyone has 1.0.3.279.
Testers: broz, monoxide

SCENARIO 6:
host: broz
2 humans,
0 AI,
pitboss standard,
small pangaea default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
Fog of War at minimal
RESULT 6:
TURN 15: Game runs as expected!
TURN 17: Re-render for all humans. Game continued normally. Broz unlocked first policy item (Sovereignty).
TURN 18: Monoxide unlocks "Expertise". Game runs as expected!
TURN 20: Re-render for all humans. Game continued normally.
TURN 22: We decide to have the turn hang for 2 minutes. This is to rule out long turns as a cause of re-rendering.
TURN 23: Game runs as expected! Long turns ruled out.
TURN 24: Re-render for all humans. Game continued normally. Broz had 1 turn to discover Trapping, thus revealing the Bison resource.
TURN 25: Game runs as expected!
TURN 27 ... 29: Re-render for all humans. Game continued normally. We suspect the more of the map explored, the more re-render chance.
We quit to restart in window mode.

SCENARIO 7:
host: broz
2 humans,
0 AI,
pitboss standard,
small pangaea default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
Fog of War at minimal
Game in window mode
RESULT 7:
TURN 16: Re-render for all humans. Game continued normally.
TURN 17 ... 19: Re-render for all humans. Game continued normally.
TURN 20: We fortify all unites, except Monoxide, who leaves 1 scout on automated exploration.
TURN 21 ... 22: Game runs as expected! Broz also adds 1 automated scout. This increases the amount of map explored in a turn.
TURN 23: Re-render for all humans. Game continued normally.
TURN 24: Re-render for all humans. Game continued normally. Broz fortifies scout, Monoxide's scout remains automated.
TURN 25: Game runs as expected!
TURN 26: Monoxide's scout has 'Scouting I' promotion from 3 or 4 turn ago, this increases the amount of map explored in a turn.
TURN 27: Game runs as expected! Two cities gain a hex, thus exploring clouds.
TURN 28 ... 30: Game runs as expected! Broz manually moves scout onto ruins, gets map of local area, thus exploring a lot of clouds at once.
TURN 31: Game runs as expected! Broz returns his scout to automated exploration. Monoxide founds city.
TURN 32: Re-render for all humans. Game continued normally.
TURN 34: Re-render for all humans. Game continued normally. We fortify all scouts because they gain EXP as they explore. We set warriors to automated exploration.
TURN 35 ... 44: Game runs as expected!
TURN 45: We fortify all soldiers, we set all scouts to automated exploration.
TURN 46 ... 47: No scout explored clouds.
TURN 48: Broz's scout hits clouds.
TURN 49 ... 51: Re-render for all humans. Game continued normally.
TURN 52: We fortify all scouts, we set all warriors to automated exploration.
TURN 53 ... 59: Game runs as expected!
TURN 60: Broz produced Dromon. Dromon set to automated exploration.
TURN 61 ... 83: Game runs as expected!
TURN 84: Broz used scout to attack CS's spearman, scout gains experience.
TURN 85: Re-render for all humans. Game continued normally. Broz fortifies scout.
TURN 86 ... 91: Game runs as expected!
We quit to restart and play without scouts.
 
PRESET:
Game ran on DX10 & 11, everyone has 1.0.3.279.
Testers: broz, monoxide

SCENARIO 6:
host: broz
2 humans,
0 AI,
pitboss standard,
small pangaea default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
Fog of War at minimal
RESULT 6:
TURN 15: Game runs as expected!
TURN 17: Re-render for all humans. Game continued normally. Broz unlocked first policy item (Sovereignty).
TURN 18: Monoxide unlocks "Expertise". Game runs as expected!
TURN 20: Re-render for all humans. Game continued normally.
TURN 22: We decide to have the turn hang for 2 minutes. This is to rule out long turns as a cause of re-rendering.
TURN 23: Game runs as expected! Long turns ruled out.
TURN 24: Re-render for all humans. Game continued normally. Broz had 1 turn to discover Trapping, thus revealing the Bison resource.
TURN 25: Game runs as expected!
TURN 27 ... 29: Re-render for all humans. Game continued normally. We suspect the more of the map explored, the more re-render chance.
We quit to restart in window mode.

SCENARIO 7:
host: broz
2 humans,
0 AI,
pitboss standard,
small pangaea default, + no barbs
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
Fog of War at minimal
Game in window mode
RESULT 7:
TURN 16: Re-render for all humans. Game continued normally.
TURN 17 ... 19: Re-render for all humans. Game continued normally.
TURN 20: We fortify all unites, except Monoxide, who leaves 1 scout on automated exploration.
TURN 21 ... 22: Game runs as expected! Broz also adds 1 automated scout. This increases the amount of map explored in a turn.
TURN 23: Re-render for all humans. Game continued normally.
TURN 24: Re-render for all humans. Game continued normally. Broz fortifies scout, Monoxide's scout remains automated.
TURN 25: Game runs as expected!
TURN 26: Monoxide's scout has 'Scouting I' promotion from 3 or 4 turn ago, this increases the amount of map explored in a turn.
TURN 27: Game runs as expected! Two cities gain a hex, thus exploring clouds.
TURN 28 ... 30: Game runs as expected! Broz manually moves scout onto ruins, gets map of local area, thus exploring a lot of clouds at once.
TURN 31: Game runs as expected! Broz returns his scout to automated exploration. Monoxide founds city.
TURN 32: Re-render for all humans. Game continued normally.
TURN 34: Re-render for all humans. Game continued normally. We fortify all scouts because they gain EXP as they explore. We set warriors to automated exploration.
TURN 35 ... 44: Game runs as expected!
TURN 45: We fortify all soldiers, we set all scouts to automated exploration.
TURN 46 ... 47: No scout explored clouds.
TURN 48: Broz's scout hits clouds.
TURN 49 ... 51: Re-render for all humans. Game continued normally.
TURN 52: We fortify all scouts, we set all warriors to automated exploration.
TURN 53 ... 59: Game runs as expected!
TURN 60: Broz produced Dromon. Dromon set to automated exploration.
TURN 61 ... 83: Game runs as expected!
TURN 84: Broz used scout to attack CS's spearman, scout gains experience.
TURN 85: Re-render for all humans. Game continued normally. Broz fortifies scout.
TURN 86 ... 91: Game runs as expected!
We quit to restart and play without scouts.

Do you have logging enabled? If so, mind posting your logging folder here? You can zip it up and post it. Actually, both logging folders, if possible.

Again, this is great data.

G
 
Where do I enable logging? I'll gladly send it over.
Monoxide and I are currently playing this:

SCENARIO 8:
host: broz
2 humans,
0 AI,
pitboss standard,
duel pangaea plus default,
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
Fog of War at high
No scout production
RESULT 8:
TURN 0 ... 28: Game runs as expected!
We will continue to play this scenario for a while, I'll report back soon.
So far, it looks like the re-renders were caused by scouts gaining experience through player actions (attacking CS units caused a re-render, but as I attacked with the scout only once, this is not conclusive). However, when scouts explored the map and gained experience, the map re-rendered consistently.
 
Where do I enable logging? I'll gladly send it over.
Monoxide and I are currently playing this:

SCENARIO 8:
host: broz
2 humans,
0 AI,
pitboss standard,
duel pangaea plus default,
CPProjectFull_12-10_Modpack,
Core threading enabled
Steam overlay disabled
Fog of War at high
No scout production
RESULT 8:
TURN 0 ... 28: Game runs as expected!
We will continue to play this scenario for a while, I'll report back soon.
So far, it looks like the re-renders were caused by scouts gaining experience through player actions (attacking CS units caused a re-render, but as I attacked with the scout only once, this is not conclusive). However, when scouts explored the map and gained experience, the map re-rendered consistently.

Hmm...that's a really good lead, actually. I need to look at how scout experience is maintained, as it might be leading to a core desync...

Logging is enabled in the config.ini – http://forums.civfanatics.com/showthread.php?t=487482

G
 
SCENARIO 9:
Testers: dritz, monoxide, broz, toljaga
Host: broz
AI: 0
Pitboss Internet
Tiny Pangaea Default, simultaneous turns
CPProjectFull_EUI_12-10_Modpack
CoreThreading enabled.
Steam Overlay disabled.
No scout production
Logging enabled on host.
RESULT 9:
TURN 0 ... 42: Game runs as expected! None of us made a scout.
LOGS: https://drive.google.com/open?id=0B0HSy5Y5p-p7blcxZzhjcWl3NlE

We conclude scouts are the cause of re-renderation. We assume it has to do with the way scouts are given experience for orders issued by the scout's owner.
 
SCENARIO 9:
Testers: dritz, monoxide, broz, toljaga
Host: broz
AI: 0
Pitboss Internet
Tiny Pangaea Default, simultaneous turns
CPProjectFull_EUI_12-10_Modpack
CoreThreading enabled.
Steam Overlay disabled.
No scout production
Logging enabled on host.
RESULT 9:
TURN 0 ... 42: Game runs as expected! None of us made a scout.
LOGS: https://drive.google.com/open?id=0B0HSy5Y5p-p7blcxZzhjcWl3NlE

We conclude scouts are the cause of re-renderation. We assume it has to do with the way scouts are given experience for orders issued by the scout's owner.

I can't access that folder. :(

Good work! This could be the solution. Try adding in AI w/o scouts to see if that helps/hurts.
G
 
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