Community Patch - Modpack (Multiplayer Compatible)

Does turn timer still cause desyncs? Some of my friends do turns sooo looong that the game is getting longer and longer.
 
To Lynnes and Gazebo:
We played several games in MP (versions 1/3 and 1/20) and encountered a bug with barbarian hordes - it is impossible to defend a city-state, even if you kill every single unit every turn. At the end of the invasion, the city-state is captured by the barbarians, with several newly spawned troops appearing near the city. I think the same problem exists in singleplayer, but I did not verify it yet.

Do you know about this issue? If yes, are you planning to fix it soon?
 
Thanks for all the hard work on a multiplayer compatible version of Community Patch! I've been waiting for a relatively stable version without de-sync's to merge it into my multiplayer modpack, and the progress you have made towards that is very exciting.
 
To Lynnes and Gazebo:
We played several games in MP (versions 1/3 and 1/20) and encountered a bug with barbarian hordes - it is impossible to defend a city-state, even if you kill every single unit every turn. At the end of the invasion, the city-state is captured by the barbarians, with several newly spawned troops appearing near the city. I think the same problem exists in singleplayer, but I did not verify it yet.

Do you know about this issue? If yes, are you planning to fix it soon?

What speed?
G
 
What speed?
G

Quick (15 turns before the capture).

I think I fixed this on quick recently (made it so that only 3 waves happen on quick), but I can recheck.
G

Do you think it can help? Because there was no problem with killing all barbarian units, the issue was with capture happening independently from the presence of barbarians.
 
I've noticed that as well. I'm not aware of how that particular event is SUPPOSED to go, but the city does just seem to "flip" to barbarian control rather than actually being captured through combat.
 
Hi

I am loving your work people. But i have run into a problem when I run multiplayer. Me and my mate like to play with more civs than is standard so we used to change CIV5Worlds and add more defaultplayers for all the sizes. But I am having trouble doing this while running this mod or any mod to be honest. Have you or devs changed something to prevent this from happening? I have changed all CIV5Worlds files I can find on my computer and still nothing. I found a file called CIV5Worlds in the Override folder but this file is empty. Is this the cause of my problems here?

Gomer,
 
Hi

I am loving your work people. But i have run into a problem when I run multiplayer. Me and my mate like to play with more civs than is standard so we used to change CIV5Worlds and add more defaultplayers for all the sizes. But I am having trouble doing this while running this mod or any mod to be honest. Have you or devs changed something to prevent this from happening? I have changed all CIV5Worlds files I can find on my computer and still nothing. I found a file called CIV5Worlds in the Override folder but this file is empty. Is this the cause of my problems here?

Gomer,

Can you please post the specific entry (to the CIV5Worls) here? Then I will have a look!
 
Can you please post the specific entry (to the CIV5Worls) here? Then I will have a look!

I have changed CIV5Worlds.xml located in 3 locations listed under as I do now know what files the game use. But I recon it is the one in expansion2 folder.

Steam\SteamApps\common\Sid Meier's Civilization V\Assets\Gameplay\XML\GameInfo\CIV5Worlds.xml
Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC\Expansion\Gameplay\XML\GameInfo\CIV5Worlds.xml
Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\Gameplay\XML\GameInfo\CIV5Worlds.xml


Example of entry: (change I am trying to make)

<Row>
<Type>WORLDSIZE_SMALL</Type>
<Description>TXT_KEY_WORLD_SMALL</Description>
<Help>TXT_KEY_WORLD_SMALL_HELP</Help>
<DefaultPlayers>10</DefaultPlayers> //I have changed/raised this number on all map sizes by 2 in this file to make games a bit more crowded. But number is not changed when I try to host a MP game!
<DefaultMinorCivs>12</DefaultMinorCivs>
<GridWidth>66</GridWidth>
<GridHeight>42</GridHeight>
<FogTilesPerBarbarianCamp>23</FogTilesPerBarbarianCamp>
<NumNaturalWonders>3</NumNaturalWonders>
<UnitNameModifier>30</UnitNameModifier>
<TargetNumCities>5</TargetNumCities>
<NumFreeBuildingResources>3</NumFreeBuildingResources>
<BuildingClassPrereqModifier>25</BuildingClassPrereqModifier>
<MaxConscriptModifier>0</MaxConscriptModifier>
<TerrainGrainChange>0</TerrainGrainChange>
<FeatureGrainChange>0</FeatureGrainChange>
<ResearchPercent>100</ResearchPercent>
<NumCitiesUnhappinessPercent>100</NumCitiesUnhappinessPercent>
<NumCitiesPolicyCostMod>15</NumCitiesPolicyCostMod>
<AdvancedStartPointsMod>90</AdvancedStartPointsMod>
<IconAtlas>WORLDSIZE_ATLAS</IconAtlas>
<PortraitIndex>2</PortraitIndex>
</Row>
 
Oh wait, you could edit the modpack, but all players would have to do the very same changes, otherwise it could lead to desyncs and crashes. So I would suggest creating a small mod which can be integrated into the modpack by default.
 
Ok for all players to have the same files yes. But I do not understand how to do this? I tried making a mod earlier but ended up not having active AI because of some DLL issue.

How can you edit the modpack? I think this is easiest since we are only 3 people who play together and I can send them the new files. :)
 
Greetings,

A friend and I tried a multiplayer game yesterday using the latest beta release and ran into an odd issue: Our GPT fluctuated heavily without any apparent reason. For example, some 250 turns into the game on standard speed, one turn I had a GPT of +150 or so which could drop down to -100 the next. Sometimes even in the same turn. Unit upkeep was 5 gold per unit, so that wasn't causing it, most profitable traderoute I had was ~20 gpt, so that wasn't it either, nor was it caused by golden ages ending.

Did we simply overlook an aspect of the modpack somewhere, or is this caused by some odd glitch?
 
Hi,
We have recently tried versions 1/28 and 1/23 (settings: 3 people testing + 3 AI, map - small pangaea). In both cases we had several desyncs at the start of the game (3-4 in first 10 turns), which prompted us to experiment with the settings to see what works. We tried disabling ruins and barbarians (in separate games) and found out that absence of barbarians gets rid of early desyncs.

Later in the game one of human players became a vassal of an AI which broke the game. We had a desync after which we got stuck on the loading screen, and had to shut down the Civ program. Trying to reload the game from an autosave didn't help - the same thing happened. Only when the vassal player left the game we could play normally.

So far we have played v.1/28 for about 160 turns, and we had some occasional desyncs. Some of them we could link to war/peace declarations between some of us and AI, others had no particular events leading up to them (at least we didn&#8217;t notice).

The other bug we faced is that one of the players (me) could not negotiate peace with an AI regardless of the war score or their behavior when talking to them. In the deal menu the deal score for peace was either &#8220;impossible&#8221; or some crazy high numbers (billions or trillions). In both cases they did not accept the deal. The only way I could make peace with one of AIs is when another human player who was at war with that nation made a peace treaty deal that included me in it. Obviously, my agreement wasn&#8217;t asked :)

Does anybody else have similar problems when playing in MP with AI? I feel like the multiplayer is still quite unstable when it comes to playing with non-human players.
 
Downloaded the 1/28 patch on friday to see if it would fix the constant reloading multiplayer issue. It fixed it for most of friday and saturday, but now today im getting reloads every ~1-2 turns on multiplayer. Haven't changed anything.


Here's my logs, hopefully they get a response this time =P

https://mega.nz/#!EcohjCYS!CCoJ2o34tSIZf1MVNMtLiKifyCHhpecuRnmD22hAR10


I don't know how civ works, but I peeked through and one thing I keep seeing is:

[1517.359] DBG: changeNumGameTurnActive(-1) m_iNumActive=0 : setTurnActive() for player Shaard
[1517.671] DBG: Unit out of sync. Player=0, Name=Warrior, id=1211, X=28, Y=14
Variable Out Of Sync : CvUnit::m_iLastMoveTurn


[1517.671] DBG: Unit out of sync. Player=0, Name=Warrior, id=1211, X=28, Y=14
Variable Out Of Sync : CvUnit::m_iEverSelectedCount


[1517.671] DBG: Variable Out Of Sync : CvPlayer::m_iHappiness

Player 0 is the friend I'm playing with. No idea if it has any relevance but AFAIK this problem is related to desync, so maybe *shrug*
 
Downloaded the 1/28 patch on friday to see if it would fix the constant reloading multiplayer issue. It fixed it for most of friday and saturday, but now today im getting reloads every ~1-2 turns on multiplayer. Haven't changed anything.


Here's my logs, hopefully they get a response this time =P

https://mega.nz/#!EcohjCYS!CCoJ2o34tSIZf1MVNMtLiKifyCHhpecuRnmD22hAR10


I don't know how civ works, but I peeked through and one thing I keep seeing is:



Player 0 is the friend I'm playing with. No idea if it has any relevance but AFAIK this problem is related to desync, so maybe *shrug*

Internet speed is probably to blame. If it was going to desync, it'd be consistent across sessions.

Some 'desyncs' are normal, as the game has to transfer information to and from the host. It's full client desyncs that cause the load-screen bug.

Am I the only who's Denouce button isn't working properly (it's in this weird inverted button and is unclickable)

Lua log?
 
Back
Top Bottom