Community Patch - Modpack (Multiplayer Compatible)

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..

Let me know if and want you need from me to debug.
 
New Test with my Friend: CPProject Full 5-21 beta (No-EUI)
Game about 400 Turns
Map: Small Continents
Map Size: Standard
Simultaneous Turns
Lower sea levels
Barbarians OFF
Acient Ruins OFF
Event Sytem OFF
2 human , 12 AI / no Teams

Modpack Changes:
Marathon =ResearchPercent Change 550
Max Religions=7
City Distance=5

>>NO Desync / 1 CTD

>The Game runs very stable.
 
Update - I ran a bunch more turns on my 2p game and encountered no CTDs. I did get 2 desyncs at ~82 and ~95. Ran through about 104 before I had to stop.

This seems a lot more stable than previous versions. I'll be doing at least one long evening of 3p this weekend.

Daxufu, I don't have many suggestions for you. I was just asking if you have any other version folders (or perhaps other mods?) still in your DLC folder, as I could see that causing trouble.
 
No nothing, both machines are installed clean with the latest version of Civ V with nothing other added than this mod.
 
Concerning the loading screen madness:
Don't know if it helps anyone, but I double checked if my friend had the same DLC folders and we came across a few differences and I ended up deleting/moving some files.
After this we had no more loading screen annoyances:

1.
D:\Steam\steamapps\common\Sid Meier's Civilization V\assets\DLC\Expansion
I deleted/moved:
Civ5XP_Opening_Movie_de_DE (2).wma
Civ5XP_Opening_Movie_en_US.bak
(Keep in mind it probably defaulted to DE/german lango because that's my location)

2.
D:\Steam\steamapps\common\Sid Meier's Civilization V\assets\DLC\DLC_Deluxe
I deleted/moved the folders:
Behind the Scenes, Soundtrack

Don't know which of these did the trick but before we had constant loading screens after Turn 2. Now we only had one after about 60 turns and that was probably due to my internet connection strains.

Hope this helps, cheers!

Edit: Btw this was with: MP_MODSPACK_3-9_EUI so not a Beta release I presume.
 
I've run up to about turn 130 now with no issues except 2 Desyncs.

Info:

Local Internet

Map: Continents
Map Size: Large
Simultaneous Turns
Barbarians ON
Acient Ruins ON
Event Sytem ON
2 human , 6AI / no Teams
 
Is a loading screen between turns considered a desync?

Yes, that's how Civ V handles de-syncs between multiplayer clients.

Ok, so we played for several hours last night. We ended up with a fairly stable game which ran the whole night without desyncs:

Info:
Standard Internet Game

Map: Continents
Map Size: Huge
Simultaneous Turns
Barbarians ON
Acient Ruins ON
Event Sytem ON
3 human , 6AI / no Teams

However, the first time we started with that setup, both client players' Civ V games exited to steam (effective CTD, no warnings/errors).

We re-loaded that save and got a desync on turn 2 and ~6-7. (and unit moves seemed oddly slow).

At that point, we exited steam, restarted, and all 3 of us ran the "verify the integrity of game cache" on Civ V, before restarting a 3rd game, same settings, which performed well with no desyncs/CTDs or other issues so far. We got a late start due to the above issues, so we only made it to turn 81.
 
So we played again last night, and had little luck in our 3P game. I had to run the server from my desktop instead of my laptop, so that may have been a factor, but we were getting quite regular desyncs and the reload was very slow, so we gave up and played sans mod.

After that game ended, 2 of us tried playing the mod again and succeeded in playing for another hour or so with no desyncs.

So I'm at a loss. 5/21 seems better but still can run into the desync issue. It seems like, empirically, if you get a game going without them, it'll be fine but a game that has the pattern of desyncs has them very frequently. It could also be a factor of the server or client setups, it's hard to say (but I can't find any pattern that supports that, in the two evenings we played, nor in my own 2P tests...).
 
I'm just wondering where your CIV5Worlds.xml file or equivalent is. I want to change the default number of civs in a game and can't seem to find where the appropriate variable is. Thanks.
 
Does this include Quick Turns, or some other way to speed up the AI turns late game?

If not, how could I add it? Do I just create a MPMP based on this thread that includes the ones you have here plus Quick Turns?

Sorry if this is a dumb question. I am very noob at this and have no time to devote to it. Barely have time to play the game anymore... :(
 
Does this include Quick Turns, or some other way to speed up the AI turns late game?

If not, how could I add it? Do I just create a MPMP based on this thread that includes the ones you have here plus Quick Turns?

Sorry if this is a dumb question. I am very noob at this and have no time to devote to it. Barely have time to play the game anymore... :(

That won't work (to the extent of my knowledge at least).
You could try making quick turns into a modpack and then merging the files. I don't know if this would work either though.
 
That won't work (to the extent of my knowledge at least).
You could try making quick turns into a modpack and then merging the files. I don't know if this would work either though.
quick turns works on a superficial level by turning off animations. you'll find that even without it turn times are much faster when using the customized dll.

Sent from my LG-D855 using Tapatalk
 
I meant the tool does not work with the Community Patch Project. Sorry I should have been more specific.

If quick turns is a mod it should be able to be made into a modpack by using the tool. You could then merge the files, although I have never tried doing this so have no idea if it would work.
 
I meant the tool does not work with the Community Patch Project. Sorry I should have been more specific.

If quick turns is a mod it should be able to be made into a modpack by using the tool. You could then merge the files, although I have never tried doing this so have no idea if it would work.

I'm not sure what you meant by the tool... I was indeed referring to the mod. Although I only know of it through the steam workshop, but from what I can see the MPMP tool works via the workshop?

Anyway, the Quick Turns mod is indeed simple, and already stated as compatible with the community patch from what I've seen here. Is it really just as simple as selecting the mods listed at the top of the thread + Quick Turns and making the pack? That seems too easy. I figured the CBP and such were too complicated for that... Could it be?

EDIT:
Going over the OP, I saw this:
"Q: Are there any other changes compared to the original CPP?
A: Only those that are required to prevent any issues in MP, like replacing the selection-popups that could currently cause desyncs."

So maybe it is not so simple. But then this is in the changelog in the second post:
"v.9/27.2
-replaced all popups that could cause desyncs during multiplayer (e.g. certain policies give a fixed GP now)

v.1/3
-re-enabled popups
-steam achievements active by default in all modpacks"

So, are any changes needed to the listed mods or can I easily remake to include my beloved Quick Turns?
 
I'm no longer sure what your asking.

If you just want to play with the modpack and the quick turns mod then you should be able to just download the modpack and turn on quick turns.

If you want to play with a modpack that includes quick turns and the CPP you probably can't use the MPMP tool in the workshop. The MPMP tool does not work with the CPP. As I have previously suggested you could try creating a modpack using the MPMP of just quick turns and then merging the files. I however, have not tried doing this so could not tell you if it will work.

If you are asking how to create a modpack with the CPP then you will have to ask someone from the team because I do not know how they did it.
 
The MPMP tool does not work with the CPP. .

Thanks, sorry, I missed that the first time you said it. That was indeed what I was asking. I will try merging them, which will be hard enough for me; if that doesn't work, I assume I will be SOL.

On your merging suggestion, you are saying turn on only Quick Turns, make it a pack with the tool, and copy the contents of that folder into the other one? Sounds simple...

Are there any obvious things I am missing that you know of?

Again, thanks for your help. Didn't mean to frustrate if I did.


EDIT:
I tried merging (copying and pasting the QT mod from the working MPMP I made of that one only into the appropriate folder in the supplied MPMP), and it didn't work. I mean, it started, it played fine, but the menu option for the QT dialog was not there. It's as if it did not detect it. I tried finding a central file that defines what is being looked for, but I can't find it.

Any ideas?
 
Basically copy everything from the overrides file from quick turns to the one in the CPP modpack (if there are two files that are identical it doesn't matter which one you keep as they should be the same) and copy everything from the quick turns modpack 'mods' file to the one in the CPP. Again I have no idea if this will work.
 
... overrides file from quick turns to the one in the CPP...

So I checked out the Overrides files. Same number of files (523), same names. Only a few had any data in them. Most were 1 KB and related to dialog. Two were sizable. I searched both files from the QT MPMP for references to QuickTurns and found a sizable section. I coppied and pasted this into the CPP MPMP file. (it was Units_Mongols, btw).

Still plays well, but still no Quick Turns option in the menu in-game.

Any idea where the changes to the in game menus are made? I can't find them. I am guessing that the QT menu is being overwritten or else ignored entirely.

Is there an order to the way the Mods folder is loaded?


------------------------------------------

Nevermind, I FOUND IT!!! XD

In the InGame lua in the UI folder there were an extra two lines at the bottom that loaded the mod. Once I copied those into the CPP file, it WORKED.

It's amazing what a little careful cut and paste can do! I feel like the Zoidberg of coding.

Thanks for the help!
 
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