CPP as multiplayer modpack

Any way to easily incorporate other mods into this? i.e Events and Decisions, Health and Plague (although that is overally incompatible with EUI isn't?)
 
E&D is unfortunately incompatible with multiplayer for now.

*rips shrit off* Nooooooo!

If you need a tester for this stuff I'm up for it since I still can't believe after like 5 years we have absolutely zero mod compatibility in either hotseat or online multiplayer. Firaxis has let me down.
 
So you had one game with CBP that wasn't desyncing and one that was?

G

CBP were the games I described on the 25th. I'm hesitant to call the non-desyncing game an actual game though, because that was without City States, AIs and Barbs.
 
CBP were the games I described on the 25th. I'm hesitant to call the non-desyncing game an actual game though, because that was without City States, AIs and Barbs.

Gotcha. I'd be interested to see a CBP game with no CSs or barbs. Helps me narrow down the search.

G
 
Gotcha. I'd be interested to see a CBP game with no CSs or barbs. Helps me narrow down the search.

G

With AI players, or without? I did a test game with AIs and Barbs but no CSs, and it did desync quite often as well.
 
Have a theory as of what's causing the desyncs, I'll continue testing to confirm it. Let's see if this helps you Gazebo.

I can share more about it if you want, just don't want to waste your time without having it properly tested.
 
Have a theory as of what's causing the desyncs, I'll continue testing to confirm it. Let's see if this helps you Gazebo.

I can share more about it if you want, just don't want to waste your time without having it properly tested.

What's the theory? I'm intrigued.

G
 
We tested a bit yesterday, and I'm testing a bit just now as well. I don't know the specifics of his theory, but iirc he thought Barbs are the biggest offenders.

I just did a game that went to turn 3 without problems, but then started desyncing. 2 humans, 2 AI, no CS, yes Barbs.

Yesterday we had a game without Barbs that went to turn 50 without desyncs, with AI players (don't recall if CS or not).
 
We tested a bit yesterday, and I'm testing a bit just now as well. I don't know the specifics of his theory, but iirc he thought Barbs are the biggest offenders.

I just did a game that went to turn 3 without problems, but then started desyncing. 2 humans, 2 AI, no CS, yes Barbs.

Yesterday we had a game without Barbs that went to turn 50 without desyncs, with AI players (don't recall if CS or not).

If it is barbs, that makes my job infinitely easier, as they're in their own DLL AI module. Please test this further and get back to me.

G
 
@Gazebo

If it's them you should also look at a strange behavior they seem to have constantly, they seem to be leaving their camps in one turn and then go back in next turn.
 
Alright we finished for the day.

Test Game Settings: Immortal, Small sized NoQuitter Map v4.1 - Strategic Balance with Coal, 2 humans + 4 AIs, standard amount of City States (can't remember, I think 12), No Barbs, No Tech Brokering

Civs: Inca, Maya, Brazil, Morocco, Aztec, Indonesia

Aztec+Inca Tradition, rest Liberty

No desyncs until turn ~43 or so, when I (host) had a CTD. Afterwards it was fine again for a bit, but then desyncs started happening every 3-7 turns. I don't know how desyncs interact with the game, we did not do a complete reload every time we desynced.

----

I conclude that a large contributor to early game desyncs are the barbs. Something's still off however, we started getting desyncs around late Classical - early Medieval era.
 
Alright we finished for the day.

Test Game Settings: Immortal, Small sized NoQuitter Map v4.1 - Strategic Balance with Coal, 2 humans + 4 AIs, standard amount of City States (can't remember, I think 12), No Barbs, No Tech Brokering

Civs: Inca, Maya, Brazil, Morocco, Aztec, Indonesia

Aztec+Inca Tradition, rest Liberty

No desyncs until turn ~43 or so, when I (host) had a CTD. Afterwards it was fine again for a bit, but then desyncs started happening every 3-7 turns. I don't know how desyncs interact with the game, we did not do a complete reload every time we desynced.

----

I conclude that a large contributor to early game desyncs are the barbs. Something's still off however, we started getting desyncs around late Classical - early Medieval era.

I wonder if it is related to barbarian camps and camp spawning... I'll look into it. Thanks for the report! For the record, how often do you get desyncs in multiplayer in 'vanilla' BNW?

G
 
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