Community Patch - Modpack (Multiplayer Compatible)

Speaking of the different diplo-windows:

Wouldn't it be nice when you always see the same diplo window, no matter if you are contacting a player or the AI? This would mean even more consistency, and when we use the full window, it would be much easier to add new buttons and 'dialogue' options (in the future/ by other mods)!


edit:
(e.g. declaring war on another player via diplo-screen. when using EUI, you have to hold a key while clicking the leader icon to declare war, which is just a workaround for the missing 'declare war'-button. with the large diplo-window this could easily be solved)

I think the lack of leader screens for humans causes this – I know some elements of MP trade/discussion pass through the graphical DLL that we cannot control.

G
 
I think the lack of leader screens for humans causes this – I know some elements of MP trade/discussion pass through the graphical DLL that we cannot control.

G

In MP there are no leader screens for AI as well, it is just the transparent Diplo Interface, and instead of the leader screen you see the worldview.
So maybe this could work for human players too?
 
In MP there are no leader screens for AI as well, it is just the transparent Diplo Interface, and instead of the leader screen you see the worldview.
So maybe this could work for human players too?

Most of the elements in the window wouldn't do anything, though – you'd have to rewrite it from scratch (as using AI-only things for humans will cause a CTD.

G
 
It's an intended behavior for Great Diplomats (raising your infouence and decreasing others'). Are you saying that what you described happens with regular diplomatic units (e.g., envoys, emissaries)?

Huh - that actually is a VERY good question. I could've sworn it was a regular Envoy, but come to think of it it might've been a Great Diplomat. I will test this asap and report back - however I still think it is something that feels kinda off to me. If you are playing with others in a team why would the City State all of a sudden love you but hate your teammates? That's like me being allied with another country and my diplomat goes over to a city state, tells them how awesome I am but my allied countries are all kinda d*cks :P Kinda don't make sense to me :)

Anyways, I'll report back as soon as I've tested this :)
 
Most of the elements in the window wouldn't do anything, though – you'd have to rewrite it from scratch (as using AI-only things for humans will cause a CTD.

G

Oh, I see. Thanks for the explanation!
 
Herbalist appears to be missing some of its text in the MP modpack, incidentally.
 
Oddly enough, now that I have flicked back to the game to find it, the text is there now. Some turns have elapsed, however.

I've noticed other missing text of a similar type that I did screenshot, though:

http://i.imgur.com/alOFWiW.jpg
 
Oddly enough, now that I have flicked back to the game to find it, the text is there now. Some turns have elapsed, however.

I've noticed other missing text of a similar type that I did screenshot, though:

http://i.imgur.com/alOFWiW.jpg

Does it come back? Sounds like one or more text files are overwriting each other.

G
 
[probably stupid question incoming]

Is there a relatively simple way for me to bundle one more mod in with this? Specifically, I'm trying to add Quick Turns--does a lot for QoL while playing.
 
Gort and TheMarshmallowBear, which version (EUI / NoEUI, 1/3 or 1/4-beta) are you using? I'll have a look and create the modpack again.
 
After having heavy desyncs with Patch 12/10 starting from turn 30 and happening nearly once per turn, we updated to 1/3 and it worked like a charm. Desyncs in turn 75, 161, 162, 164, 167, 180, 191, 206, 215, 217, 218, 219 (at this point we stopped playing).

The first two desyncs happened maybe due to me alt-tabbing out of the game.
The De-sync around 217 was due to War which was declared to my friend by the AI. I had a defensive pact and on his computer I was also in War with the AI, but on my computer there was still peace with this AI.

We played 2 human players, 6 AI, Prince, Continent, normal game pace.

Ty for this awesome patch!
 
It's an intended behavior for Great Diplomats (raising your infouence and decreasing others'). Are you saying that what you described happens with regular diplomatic units (e.g., envoys, emissaries)?

So yeah, turns out I was a muppet and remembered this wrong. It was in fact the Great Diplomat causing this issue - works without a problem with the regular diplomatic units :) Though I still think even the Great Diplomat should - when giving negative hits for other Civs - ignore the Civilizations in my team (just from a logical point of view).
 
So yeah, turns out I was a muppet and remembered this wrong. It was in fact the Great Diplomat causing this issue - works without a problem with the regular diplomatic units :) Though I still think even the Great Diplomat should - when giving negative hits for other Civs - ignore the Civilizations in my team (just from a logical point of view).

I've now fixed it so that teammates are not punished.

G
 
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