Community Patch - Modpack (Multiplayer Compatible)

Thx for your quick response. Well, i found some instructions on the forums concerning modpacks, but it seems to be too difficult for me. :(

Are you, or anybody else of the team, planning a CPonly-modpack for multiplayer in the near future?
 
Hello, I've been playing with my friends version 12/16. Everything was good. Only one resync till world congress foundation. Then game host saw one proposal from congress host, everyone else one saw one same another. This happened for both AI propositions(we only went so far for now) and ofc next turn was resync. After the congress foundation resyncs became quite often. I'd say like one in 10 turns. If that has any difference: game host said that he set random personalities for AI - maybe thats a reason of different proposals.
 
Josip, you're the kind of man of whom ballads will be sung one day. As a guy who's been hopelessly dreaming of playing CPP with a friend, I thank you and your debugging-savvy friends.
 
Hello, I've been playing with my friends version 12/16. Everything was good. Only one resync till world congress foundation. Then game host saw one proposal from congress host, everyone else one saw one same another. This happened for both AI propositions(we only went so far for now) and ofc next turn was resync. After the congress foundation resyncs became quite often. I'd say like one in 10 turns. If that has any difference: game host said that he set random personalities for AI - maybe thats a reason of different proposals.

Interesting. Very little changes to the core code of that. Any clue if that happened in vanilla multi?

G
 
Interesting. Very little changes to the core code of that. Any clue if that happened in vanilla multi?

G
I don't think so, we'd have noticed. But we haven't been playing civV for a long time(at least since june or even earlier). Maybe there has been a firaxis patch that had this bug. Also being in charge of all 3 proposal on congress we don't observe this bug anymore. Though resyncs now happening even more often: its somethinf about 300'th turn for now and approx 1 resync in 3 turns.
Some stuff about reloads(idk probably was mentioned earlier): when we reload one of us(not host) can make his turn and 2 others can't(we had buttons to select constructions and etc but they didn't work). We can't end a turn, so the one that can move disconnects and everything becomes fine. Then he reconnects, loses 1 turn(since computer makes it for him) and ofc resync on the next move - now we can play normally. And it's always(though we've been reloading only one game) the same guy that has to disconnect.
 
I don't think so, we'd have noticed. But we haven't been playing civV for a long time(at least since june or even earlier). Maybe there has been a firaxis patch that had this bug. Also being in charge of all 3 proposal on congress we don't observe this bug anymore. Though resyncs now happening even more often: its somethinf about 300'th turn for now and approx 1 resync in 3 turns.
Some stuff about reloads(idk probably was mentioned earlier): when we reload one of us(not host) can make his turn and 2 others can't(we had buttons to select constructions and etc but they didn't work). We can't end a turn, so the one that can move disconnects and everything becomes fine. Then he reconnects, loses 1 turn(since computer makes it for him) and ofc resync on the next move - now we can play normally. And it's always(though we've been reloading only one game) the same guy that has to disconnect.

Any correlation between who votes and who desyncs? Also, does it happen with humans only (i.e. AI related)?

G
 
Any correlation between who votes and who desyncs? Also, does it happen with humans only (i.e. AI related)?

G

Haven't quite understood what you are interested in(probably because i don't really know syncs mechanics). How do I figure out who exactly desyncs?
I'll try to describe situation formally, maybe you'll get something from it.
World congress was found by AI, so he had a proposal right. We had two left proposals(as I recall Player1 and Player2). Player1 (host of the game) had seen one proposal from AI. Player2(me) and Player3(the one who has to disconnect after reload) had seen another proposal. Different from what Player1 seen but same for the two of us. Next turn happens resync. That happened 2 times, after that we took control of all proposals on the congress and hence no further ability to correlate resyncs to anything. For that period of game resyncs happened once in about 10 turns.
Today we tried replacing one dll for speeding up turn calculations. So this pretty much spoiled the picture and prevented from discovering any possible reason for resyncs. We took the oldest one from here if you are interested:
http://forums.civfanatics.com/showthread.php?t=399635
We haven't noticed any difference in speed, but there were a lot more resyncs and crashes than yesterday, so we restored the old one after another crash.
 
Haven't quite understood what you are interested in(probably because i don't really know syncs mechanics). How do I figure out who exactly desyncs?
I'll try to describe situation formally, maybe you'll get something from it.
World congress was found by AI, so he had a proposal right. We had two left proposals(as I recall Player1 and Player2). Player1 (host of the game) had seen one proposal from AI. Player2(me) and Player3(the one who has to disconnect after reload) had seen another proposal. Different from what Player1 seen but same for the two of us. Next turn happens resync. That happened 2 times, after that we took control of all proposals on the congress and hence no further ability to correlate resyncs to anything. For that period of game resyncs happened once in about 10 turns.
Today we tried replacing one dll for speeding up turn calculations. So this pretty much spoiled the picture and prevented from discovering any possible reason for resyncs. We took the oldest one from here if you are interested:
http://forums.civfanatics.com/showthread.php?t=399635
We haven't noticed any difference in speed, but there were a lot more resyncs and crashes than yesterday, so we restored the old one after another crash.

If there are no Ai players in the game, does it still desync?
G
 
The game has more than one mechanism that causes a de-sync. We've rooted out the one related to the scout. However, I believe the sheer amount of data being shifted among the server and clients might also be the cause.
My mates and I have been able to play 1v1 or 2v2 without issues (given that no scouts were produced), but if there is 6 or more of us, the game beings to be unstable at later stages. My only fear is that this is a core issue with the game itself (for which the developers who are behind this game should frankly burn in hell, I mean... Come on there are far more complicated games that run issue-free!)

Josip, you're the kind of man of whom ballads will be sung one day. As a guy who's been hopelessly dreaming of playing CPP with a friend, I thank you and your debugging-savvy friends.

Thank you friend.
 
Changelog:

v.9/27.2
-replaced all popups that could cause desyncs during multiplayer (e.g. certain policies give a fixed GP now)

I'd like to make a modpack with with v12-18 + hotfix along with the RED pack and historic religions. Does the CPB require manual changes to the LUA to fix the above mentioned desyncs or is that not an issue anymore?
 
Hey, Lynnes! Planning to update to the newest version anytime soon? I hear it's supposed to fix WC desyncs.

On a different note, is it feasible to run two different modpacks (with different, non-overlapping mods included) at the same time?
 
On a different note, is it feasible to run two different modpacks (with different, non-overlapping mods included) at the same time?

What do you think this is? Europa Universalis?!

In seriousness, almost certainly not. Sorry. Unless someone knows better. I've never had it work.
 
Hey, Lynnes! Planning to update to the newest version anytime soon? I hear it's supposed to fix WC desyncs.

On a different note, is it feasible to run two different modpacks (with different, non-overlapping mods included) at the same time?

Sorry if I'm a bit late this time, but I wasn't at my computer for over a week. I'll update them soonish! :)

Using two different modpacks won't work, but you can use modpack + mods (using the mod-menu) though.
 
Sorry if I'm a bit late this time, but I wasn't at my computer for over a week. I'll update them soonish! :)

Using two different modpacks won't work, but you can use modpack + mods (using the mod-menu) though.

Hey ! Just a note : don't bother packing the actual release, go direct to the last beta (some gamebreaking bugs were fixed) !

Thanks for your work, as usual.
 
Hey guys,
I have installed this mod recently and played 2 games in single player. However, I could not finish any playthrough - at a certain point of the game my civ program starts consistently switching off while loading the AI turn. In one game in happens on turn 207, in another - 241. I suspect these bugs happen because of CBP, but I'm not sure.
Did anybody ever have such problems?
 
Hey ! Just a note : don't bother packing the actual release, go direct to the last beta (some gamebreaking bugs were fixed) !

Thanks for your work, as usual.

Gazebo is going to release a new version that includes the Active AI Diplomacy mod by JdH today, so as soon as it's released, I'll create modpacks for this version! :)


Hey guys,
I have installed this mod recently and played 2 games in single player. However, I could not finish any playthrough - at a certain point of the game my civ program starts consistently switching off while loading the AI turn. In one game in happens on turn 207, in another - 241. I suspect these bugs happen because of CBP, but I'm not sure.
Did anybody ever have such problems?

Might be solved in the next version!
 
Gazebo is going to release a new version that includes the Active AI Diplomacy mod by JdH today, so as soon as it's released, I'll create modpacks for this version! :)

Yesssssssssssssssssssss
 
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