Community Patch - Modpack (Multiplayer Compatible)

Hello,

Thanks a lot for the hotfixed 13-2 beta modpack. Game is now playable in MP with or without AI. However, it is not very stable :

During times of peace, everything's fine.
But during war with the AI, desyncs/reloads occur almost every turn until peace is declared. Rarely, the AI at war will take a very long time to play its turn (aka more than one minute instead of the usual 2 seconds).

Didn't test war between humans yet.Will edit this post if trouble occurs.

Hence, this version is playable, but you've gotta be patient, and end wars quickly :D

Don't know if there's anything you can do about that,

Thanks again for the modpack :),

Beyondn00blike

Please post your logs. If you haven't enabled logs, please enable logs for next time.

As a rule, everyone, please post logs if you experience odd behavior in MP!

G
 
@Deluxe: Good idea, but the tools require Civ5 to be running in the background, so I don't think this is possible (and if it is, it is far beyong my knowledge). :D

Damn, seriously ? I thought the tool would use the SDK, not directly the game.
I'll try to dig this. We should still be able to make the task less tedious :)
 
I have two friends and we are playing together with this patch. If my friend uses his desktop, it crashes to his desktop every 8 turns or so. If he uses his laptop, it desyncs every two turns or so.

It *might* have something to do with queued movement. We tried not queuing any movement and things seem slightly better.

At any rate, I want to give you logs and I don't know how. Could you give me a link to a guide that will tell me how to do so?
 
I have two friends and we are playing together with this patch. If my friend uses his desktop, it crashes to his desktop every 8 turns or so. If he uses his laptop, it desyncs every two turns or so.

It *might* have something to do with queued movement. We tried not queuing any movement and things seem slightly better.

At any rate, I want to give you logs and I don't know how. Could you give me a link to a guide that will tell me how to do so?

Enable logging, play the game with your friend, have some desyncs, and then look in your my docs/my games/civ 5/logs folder. Post all that stuff zipped up.

G
 
I tried to play 2/13 hotfix 2 with Avendis and 2 more guys and on turn 1 or 2 was first desync. Then lot of desyncs every turn or two :( Barbarians was turned on and GG/GA points from them as well. And the timer.

Logs attached.
 

Attachments

Okay, got the logs for you. All three of us hopped in a game, queued movement with our initial warriors, and it desynched at the end of the first turn and had to resynch.

It wouldn't let me zip it until we left the game. (It said the files were in use.) Hope this helps.

We really want to play this. I hope it's just a small bug. :)
 

Attachments

I've tried playing this on multiplayer with two separate friends but both times it's unplayable as the game just keeps desyncing and resyncing every turn. This happened with me hosting and with my friend hosting. To note, this was with the no EUI pack.
The desyncs seem to be correlating with "Game Random Number Generators are out of sync : local.seed=" in the logs.
 
I've tried playing this on multiplayer with two separate friends but both times it's unplayable as the game just keeps desyncing and resyncing every turn. This happened with me hosting and with my friend hosting. To note, this was with the no EUI pack.
The desyncs seem to be correlating with "Game Random Number Generators are out of sync : local.seed=" in the logs.

with version 1/23?
If so, a lot of changes were made regarding MP since that version, maybe you want to try out the latest beta! :)
 
with version 1/23?
If so, a lot of changes were made regarding MP since that version, maybe you want to try out the latest beta! :)

Yeah that was the version, I just tried the first thing listed :P I'll give the beta you just added a go. Regardless, thank you all for the hardwork on this!
 
Yeah that was the version, I just tried the first thing listed :P

np, I hope a newer release will work better for you!


Okay, I just tested the 2/17 with the CP only (2 human, 6 AI, barbs active) for about 80 turns now.
The good news is, that I did not get a single desync! :thumbsup:

I only got a few crashes that seem to be related to diplomacy:

1.: In the very early game, sometimes the AI sends you an offer to accept their embassy (while I haven't researched writing yet, so they either offered GPT or nothing in return, I don't know..):
bug1.jpg

When you click on it, the trade-window will not open nor anything else will happen! But when you click on the leaderhead (of the AI who sent the offer) now to initiate a trade, the game will crash.
This happens all the time, whenever there is a trade offer to accept an embassy that does not open the trade window.

2.: Later in the game, the AI offered trading embassies again. This time writing was researched, and the trade window with embassy for embassy opened. When I accepted, the trade window closed as usual and the game crashed.

Maybe the crashes are directly connected to trading embassies?
Other trades where the AI requested strategic resources for GPT worked fine!


The crashes did not create a minidump and there was nothing about it in the logs!


PS: Where is the denounce button supposed to be when playing only with the CP + EUI? I could not find it..
 
np, I hope a newer release will work better for you!


Okay, I just tested the 2/17 with the CP only (2 human, 6 AI, barbs active) for about 80 turns now.
The good news is, that I did not get a single desync! :thumbsup:

I only got a few crashes that seem to be related to diplomacy:

1.: In the very early game, sometimes the AI sends you an offer to accept their embassy (while I haven't researched writing yet, so they either offered GPT or nothing in return, I don't know..):
bug1.jpg

When you click on it, the trade-window will not open nor anything else will happen! But when you click on the leaderhead (of the AI who sent the offer) now to initiate a trade, the game will crash.
This happens all the time, whenever there is a trade offer to accept an embassy that does not open the trade window.

2.: Later in the game, the AI offered trading embassies again. This time writing was researched, and the trade window with embassy for embassy opened. When I accepted, the trade window closed as usual and the game crashed.

Maybe the crashes are directly connected to trading embassies?
Other trades where the AI requested strategic resources for GPT worked fine!


The crashes did not create a minidump and there was nothing about it in the logs!


PS: Where is the denounce button supposed to be when playing only with the CP + EUI? I could not find it..

Are the diplo crashes new?

Excited about the lack of desyncs. Mind posting your logs anyways?

G
 
I've played a game in previous version. We played without barbs (they seemed to cause lots of desyncs last time we played) and there were only few desyncs.

But we can't play because after desyncs or reload, one turn is skipped every time! Is it normal? Can it be fixed? If we reload game then AI takes humans' turns doing nothing (it's bareable in times of peace but in the middle of war it's game-breaking).

I post our logs just in case that they can help in anything. But my main problem aren't desyncs but this turn skip they cause.
 

Attachments

Can move animation cause desyncs?

Desync in every turn, after 3rd desync loading screen frozen. Maybe turn timer is the problem?

2/17
 
Are the diplo crashes new?

G

No, in each multi-player game I've done since I know this mod (4 mounths), I had at least one crash caused by diplomaty.
Each time, after reloading, either I had no problem with the diplo (no crash), either I was no longer able to open the deal (in old versions, desync could cause to auto-refuse all curent propositions)
 
Are the diplo crashes new?

Excited about the lack of desyncs. Mind posting your logs anyways?

G

Oh sorry, I didn't save the logs, and they were overwritten when I tried different games to see what causes the missing tech tree. But I can play another testgame when the next version is out and save the logs this time! :)

Btw when using only the CP, there really is no denounce button!
And it wasn't functional in a hot-seat game I just started with CBP to see if it's there. I was able to denounce the AI, but for the other player it looked like this and wasn't clickable:
diplo.jpg

(both players already discovered an AI player, so the conditions for denouncing should be fulfilled)

edit:
maybe the button should be moved a bit more to the right, so that it doesn't overlap the name of the player's civ?
 
Tested 2/17 beta version that was just posted. Still having desync issues with the same error in the logs. "[880578.687] DBG: Game Random Number Generators are out of sync : local.seed="
 
Tested 2/17 beta version that was just posted. Still having desync issues with the same error in the logs. "[880578.687] DBG: Game Random Number Generators are out of sync : local.seed="

Make sure, 100%, that you are both using the same version of civ, and that your config settings are the same. Stuff like threading etc. should be identical on all machines.

G
 
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