Community Patch - Modpack (Multiplayer Compatible)

When you make a modification to civ 5.
so it's more like 1)
 
Failed to enable logging before I started a game with the 3/8 modpack (should have known!).

Outstanding bug:
- The "Beliefs" tab in Religion Overview constantly displays "There are no active beliefs", even though many pantheons have been found.
- Cannot found religion - no options available for Founder's Belief, etc.

Will enable logging for next time...
I don't know if it has been fixed and I saw the suggestion about deleting the choosreligiouspopup.lua file. Here is what I have in my logs if this helps:
[31187.375] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\(2) Community Balance Patch (v 13)\Modular Elements\ReligionPopup\ChooseReligionPopup.lua:126: bad argument #1 to 'Lookup' (string expected, got nil)
[31190.937] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\(2) Community Balance Patch (v 13)\Modular Elements\ReligionPopup\ChooseReligionPopup.lua:159: bad argument #1 to 'Lookup' (string expected, got nil)
[31191.453] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\(2) Community Balance Patch (v 13)\Modular Elements\ReligionPopup\ChooseReligionPopup.lua:159: bad argument #1 to 'Lookup' (string expected, got nil)
[31191.843] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\(2) Community Balance Patch (v 13)\Modular Elements\ReligionPopup\ChooseReligionPopup.lua:159: bad argument #1 to 'Lookup' (string expected, got nil)
[31197.218] Runtime Error: Assets\DLC\MP_MODSPACK\Mods\(2) Community Balance Patch (v 13)\Modular Elements\ReligionPopup\ChooseReligionPopup.lua:159: bad argument #1 to 'Lookup' (string expected, got nil)
Incriminated code is:
Code:
table.insert(availableFollowerBeliefs, {
	ID = belief.ID,
	Name = Locale.Lookup(belief.ShortDescription),
	Description = Locale.Lookup(belief.Description),
[B]	[COLOR="Red"]Tooltip = Locale.Lookup(belief.Tooltip),[/B][/COLOR]
});
 
I am german and my english is bad, but the beta patch 5/21 run very good (full eui) in internet MP with 2 computer played as 2 observer with 8 AI, large world, with rage babariens. Run over 150 Rounds without asynchron or ctd. :goodjob:

Please no questions on me because of my bad english.:sad:

nico
 
Or, if you have questions for nico75 I could offer to translate ;)

Nico, falls es Fragen an dich gibt kann ich gerne übersetzen :)
 
Yeah, thanks for the feedback Nico. I might not have tried for a while!

I ran a quick 30+ turn 2P MP game this morning and I also got no desyncs, so I can confirm Nico's observations..
 
Just added the new modpacks for the 5/21 beta.

Included are:


  • CP only
  • CPP Full No-EUI
  • CPP Full EUI

Beta Modpacks

Thank you for the update. I was playing with the lastest beta 4,23 and the game crashes on barbarian turn at the turn 477 to 478, I can't play after that, tried a lot a different things. Any ideas?

I will test the 5,21

Regards :)
 
Or, if you have questions for nico75 I could offer to translate ;)

Nico, falls es Fragen an dich gibt kann ich gerne übersetzen :)

Thanks, that's very kind! :)


I ran a quick 30+ turn 2P MP game this morning and I also got no desyncs, so I can confirm Nico's observations..

Just to be sure: barbarians were enabled in your game, too?

I was playing with the lastest beta 4,23 and the game crashes on barbarian turn at the turn 477 to 478, I can't play after that, tried a lot a different things. Any ideas?

I will test the 5,21

Sorry, I don't know what might have cause this, maybe a small bug specific to that version. If you still have the minidump, it would help if you could post it here, so Gazebo can have a look at it. You can find it in your Civ5-folder called CvMiniDump.dmp.
 
Just to be sure: barbarians were enabled in your game, too?

Yup. I had some wars with encampments right next to my starting locations, so I'm positive they were enabled :D.

My group will probably switch back to playing the mod this weekend, so we'll have some more feedback ...
 
I still have issues with the latest beta. It freezes, so i have to force close it. I t happens WAY more frequently than normal (every ten turns or so). I have no idea why this would mess it up more than a normal game.
 
Hope this does not come off as an ignorant question, I'm interested in adding more mods to the current pack. Mainly, I just want to add some of JFD's civilizations but i'm not sure how to add them into the pack as i'm fairly new to Civ V modding. I'm wanting to play multiplayer with the Community Patch features plus JFD civs but do not know how to create a pack featuring both.

Is it possible to add these civs to this multiplayer modpack or do I have to create one on my own? I'd appreciate any tips on doing this.
 
Hope this does not come off as an ignorant question, I'm interested in adding more mods to the current pack. Mainly, I just want to add some of JFD's civilizations but i'm not sure how to add them into the pack as i'm fairly new to Civ V modding. I'm wanting to play multiplayer with the Community Patch features plus JFD civs but do not know how to create a pack featuring both.

Is it possible to add these civs to this multiplayer modpack or do I have to create one on my own? I'd appreciate any tips on doing this.

Would love to know the same thing, especially for small things like InfoAddict and some picknmix mods (although by now most have been included, only a few I use anymore).
 
You have to create your own.

Lynnes, do you compile the cpp hithub repo directly or do you make some changes before?
 
Bad news. Beta Batch 5/21 (full eui)have ctd´s each every Game to max 100 Turns. Now in normal MP-Game. Sorry, but in testing with Observer it run with same setting. :sad:

Nico
 
I installed the 5.21 and tried to run it in MP but after each turn I get the loading screen on both PC's, is that normal?
 
Daxufu, that seems odd, as that's what I'm explicitly not seeing in 5/21, but saw in all of the previous versions. I wonder why you would see it when nico and I are not. Do you have any other versions installed?

nico, that's disappointing to hear about CTD in the ~100 turn time frame. I'll try to run my test 2P game out that far if I get a chance (I'm only at ~40 as of this morning, I had no time yesterday). If I don't, I'll be playing over the weekend for sure, and will get a chance to see what happens..
 
Broz again!
We found that using MP_MODSPACK_3-9_CP after a few games starts causing permanent freezes. We've tried shutting the game down, clearing cache and reloading.

We'd get into the game, and then someone would have a production slot open and we can't progress (but we're able to look around).
Is there a way to force next turn even if you have a city's production slot open?

EDIT: Also, has anyone ever tried to play civ5 via a VPN?
 
We just played. 5 humans, small map (6 slots)

After turn 91 (I don't think the number is important) the game froze. We reloaded in different combinations and after quitting one by one we found that the game will rehost and continue AS EXPECTED but, it seems to have set two player slots to OPEN. This meant my friend couldn't get into his civ's slot (Ethiopia). The game just wouldn't let him.

The three of us that could get into their slots were able to continue the game.

LOGS: https://drive.google.com/open?id=0B0HSy5Y5p-p7MTk2MUU1Z0NiMEk
 
In the logs, in file net_message_debug.log, lines 219-228 read:

[601453.687] DBG: Received a sync request for City (1459) which does not exist locally!
[601453.687] DBG: City out of sync. Player=1, Name=Rush B, id=1316, X=14, Y=16
Variable Out Of Sync : CvCity::m_vClosestNeighbors
[601453.687] DBG: City out of sync. Player=1, Name=Short, id=1297, X=7, Y=21
Variable Out Of Sync : CvCity::m_vClosestNeighbors
[601453.734] DBG: City out of sync. Player=1, Name=Long, id=1250, X=9, Y=14
Variable Out Of Sync : CvCity::m_vClosestNeighbors
[601453.796] DBG: Received a sync request for unit (1458) which does not exist locally!
[601453.812] DBG: Received a sync request for unit (1460) which does not exist locally!
[601453.859] DBG: Variable Out Of Sync : CvPlayer::m_iLastSliceMoved
 
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