Community Patch - Modpack (Multiplayer Compatible)

This mod is awesome and I thank you very much for it! Unfortunately, during advanced games, even with small or standard maps, it takes so much time to pass the turn. Is there any advice to speed up a little? Thank you!
 
Added the new modpacks for the 4/5 release!

Not only that this new version introduces the awesome new events, it also brings back the Active AI mod!
So please try it out in a few MP games and give us some feedback how it works! :)

Beta Modpacks Download
 
Me and my friend tried out 3/23 beta NON EUI. We are today on Turn 556 and we get one Desync and on Turn 560. Here are the Logs.

So only 2 desyncs in 560 games? That's great! Even vanilla desyncs more often. ;)
What are your game settings? Are barbarians enabled??

My friend and I tried playing this, but we just get desync every turn after the first turn, and it goes away if we disable barbarians, but when we start a war, it comes back. Some people have apparently played without this problem. How do we fix this?

Some people said that barbarians + ancient ruins would cause the desyncs, but afaik this issue was fixed. Can your friend try to host the game and see if that works better? (desyncs can also be caused by slower internet connections)

This mod is awesome and I thank you very much for it! Unfortunately, during advanced games, even with small or standard maps, it takes so much time to pass the turn. Is there any advice to speed up a little? Thank you!

SP or MP? If it's MP, the host should be the person with the strongest CPU. A slow computer will slow down the game for every player.
 
I doubt my friend hosting the game would work, and he's too disgruntled to even give it another try. I was hosting on my $1200 gaming rig, and we tried connecting through LAN on both Evolve and Tunngle; both gave desyncs. I even tried hosting the game on my own LAN and joining my own game on my laptop connected through a different ethernet cable, but it still produced consistent desyncs.
While disabling barbarians and ancient ruins would remove the desync issues, that removes a considerable chunk of the game, and the game will still desync once one player declares war on another player.
I just thought of something: maybe it has to do with hybrid moves, because barbarians move on a turn different than the players, which causes desync, and declaring war causes the players to move on different turns, which causes desync.
 
I doubt my friend hosting the game would work, and he's too disgruntled to even give it another try. I was hosting on my $1200 gaming rig, and we tried connecting through LAN on both Evolve and Tunngle; both gave desyncs. I even tried hosting the game on my own LAN and joining my own game on my laptop connected through a different ethernet cable, but it still produced consistent desyncs.
While disabling barbarians and ancient ruins would remove the desync issues, that removes a considerable chunk of the game, and the game will still desync once one player declares war on another player.
I just thought of something: maybe it has to do with hybrid moves, because barbarians move on a turn different than the players, which causes desync, and declaring war causes the players to move on different turns, which causes desync.

EUI or No-EUI? EUI seems to cause desyncs in every situation.

G
 
This may be a silly question, but can you get the communitas map to work with the DLC? I have only used the regular install so far, and there the map is included, but we want to try out multiplayer and I would really like to try it on communitas!
 
So, friend and I managed to do some testing today with 4-5. We found that the barbarians are broken. Any games with barbs cause re-syncs every few turns. Did this with EUI and without.

We are now playing a game with EUI and without Barbarians, and getting about 1 resync every 30 turns
 
I agree with liltasman, the barbarians are whats causing desyncs. A camp spawned on one players (who was not the host) computer but not on the hosts. The next turn there was a desync and then the accidental barbarian camp was gone.
 
So, friend and I managed to do some testing today with 4-5. We found that the barbarians are broken. Any games with barbs cause re-syncs every few turns. Did this with EUI and without.

We are now playing a game with EUI and without Barbarians, and getting about 1 resync every 30 turns

Do you have logging enabled? If so, mind posting your netmessage logs?

G
 
Keep in mind that the barbarians are not the only thing that cause desyncs. If you start without barbarians and declare war on somebody, the desyncs come back.

I believe it has to do with people or AI taking different turns, as opposed to all players making simultaneous turns. This might help the developers.
 
Keep in mind that the barbarians are not the only thing that cause desyncs. If you start without barbarians and declare war on somebody, the desyncs come back.

I believe it has to do with people or AI taking different turns, as opposed to all players making simultaneous turns. This might help the developers.

To be completely blunt about it, I need log files from MP users, not conjecture. I appreciate the feedback, but it is nigh useless without log files.

G
 
Today I launched a multiplayer game with barbarians and simultaneous turns. Desync.
Then I launched a multiplayer game with barbarians turned off and simultaneous turns. No desync, even in war.

The issue with the consistent desync lies within sequencial turns; turning off barbarians and sequencial turns fixes the desync.

I have no problem with sequencial turns, but disabling barbarians removes a bit from the game; I have no authority to speak in game development or bug fixing, but I believe that somehow forcing barbarians to move on the same turn as other players would fix the desync issue. And then in the OP just remind players to play multiplayer with sequential moves only.
 
Today I launched a multiplayer game with barbarians and simultaneous turns. Desync.
Then I launched a multiplayer game with barbarians turned off and simultaneous turns. No desync, even in war.

The issue with the consistent desync lies within sequencial turns; turning off barbarians and sequencial turns fixes the desync.

I have no problem with sequencial turns, but disabling barbarians removes a bit from the game; I have no authority to speak in game development or bug fixing, but I believe that somehow forcing barbarians to move on the same turn as other players would fix the desync issue. And then in the OP just remind players to play multiplayer with sequential moves only.

As I said, I appreciate the feedback, but I really need logs. Your suggestion doesn't make sense in the context of how the DLL works. Logs!

G
 
Despite the lack of real logs, and that it broke the page layout, I laughed.
 
Well that's the first post I've ever reported on civfanatics, which is an achievement of one kind, I suppose.
 
Hi! Is there a chance for the leatest beta version of the mod only with AI? If I`m correct computer right now communicate with players in MP? If thats true me and my friend really, REALLY want to play and test it.
 
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