CPP as multiplayer modpack

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

Usually two of three times per game, 1 in 100-150 turns.
 
Is there a way I can add mods like Reforestation and Global warming to this? Thanks if anyone knows how.
 
Is there a way I can add mods like Reforestation and Global warming to this? Thanks if anyone knows how.
Nearly every mod can be added, but not every mod is multiplayer compatible! (about the "how" to add, see MPMPM description here: http://forums.civfanatics.com/showthread.php?t=533238)

E.g. Reforestation is not multiplayer compatible (because it uses math.random instead of Game.Rand() )
I already made a mutliplayer version of this and also added the chosen Gamespeed to the chance of getting a ressource.
I did not upload it yet, but I will include it in my multiplayer modpack v.15 (see signature)

I don't know how global warming works.

All in all, you can have a look at my multi modpack for mods. I made some famous mods multiplayer compatible.
I recommend to have a look at v15 as soon as it is avaible. (in v14 not all mods are compatible...).

You can also check this post for some advice, how to make a multiplayer compatible mod:
http://forums.civfanatics.com/showpost.php?p=13439717&postcount=17
 
Nearly every mod can be added, but not every mod is multiplayer compatible! (about the "how" to add, see MPMPM description here: http://forums.civfanatics.com/showthread.php?t=533238)

Sorry, to clarify, not to add a mod to multiplayer (I know how to do that), but how to add it to this pack, so I can play CBP with all the extra little mods like More Luxuries and so forth.

Also, thanks about the reforestation, I'll try out yours.
 
Sorry, to clarify, not to add a mod to multiplayer (I know how to do that), but how to add it to this pack, so I can play CBP with all the extra little mods like More Luxuries and so forth.

Also, thanks about the reforestation, I'll try out yours.

This pack was made by MPMPM. You can't simply add new mods to this, because everything from all xml files were written into a file in the Override folder.
So to add new mods, you have to do the whole process of making a MP modpack again. That's why I linked to the "How to" post from MPMPM
 
Quick question, when installing/uninstalling, is the EUI folder the exact same one as the latest one for the regular version (the mods one rather the modpack one)?

I always end up foolishly switching the folders when I realize.. I don't really have to xD
 
Quick question, when installing/uninstalling, is the EUI folder the exact same one as the latest one for the regular version (the mods one rather the modpack one)?

I always end up foolishly switching the folders when I realize.. I don't really have to xD

Yes, I always include the up-to-date version of CBP EUI for conveniences sake :)

Essentially you can just delete the MP_MODSPACK and UI_bc1 folders and then unpack the new version when upgrading.
 
Updated for new version!

Also I have included the AI flavor mod, for the first time. I hope it doesn't break anything.
 
Also, thanks about the reforestation, I'll try out yours.
I finished v15 of my multiplayer modpack:
http://forums.civfanatics.com/showthread.php?p=13779673#post13779673

I think I found and solved all multiplayer problems from the mods I use (no 100% guarantee).
So feel free to download and use some of my adjusted mods in any of your multiplayer modpacks..
But read all the changes I made. It could happen, that one mod does not work without another mod I used and I forgot to add dependencies.
 
Tried it out with a friend just recently. The first time we tried my friend's game crashed once he hit the next turn, but that wasn't such a big deal as these things can happen. However, once he loaded in; he then got the 'Defeat' screen as if he lost the game already. That was a bit odd, but we went for a second go. Second time his game didn't crashed, but on the second turn of the game he got the 'Defeat' screen again (just as the first game). This was the 6-7 EUI version with AI flavor.
 
Tried it out with a friend just recently. The first time we tried my friend's game crashed once he hit the next turn, but that wasn't such a big deal as these things can happen. However, once he loaded in; he then got the 'Defeat' screen as if he lost the game already. That was a bit odd, but we went for a second go. Second time his game didn't crashed, but on the second turn of the game he got the 'Defeat' screen again (just as the first game). This was the 6-7 EUI version with AI flavor.

Thanks for the feedback! Did you try the non-flavour pack as well? Does that crash too?
 
Maybe gazebo already mentioned it, but in case you get an OOS error, please check your logs folder. there should be a file called "AssetsTurnXXX.txt". Collect the files from all players and compare them. This should give us a hint what's going wrong.
 
Updated for new 6-9 version!

Still with AI flavor mod. Needs some testing in multiplayer, if someone can be bothered...? (I'm kinda tied up atm)
 
@ilteroi

Do I need to turn on any option for that, I'm guessing EnableOutOfSyncDebugging in the config.ini?
 
Desync logs here:

https://mega.co.nz/#!Od9nHbIT!PCDCa82-Y0GDL2DMF3FflstXf-rgqc0w-Qwtw5a9zyg

We had a turn 0 desync, and desyncs following every turn thereafter. These logs are from our turn 2 reload, which culminated in another resync before our turn 3 even began.

Small mapsize, 4 AI, normal # city states, normal barbs.

Will provide more later.

------

New (other) game here. This time, no barbs, otherwise same settings.

https://mega.co.nz/#!HckijSwY!1x_E9Ig4TSnAzJz5lTzYZk_girAyO8-njqmJYDluzAE

Client crashed on turn transition to turn 1, so probably incomplete logs.

---


If you need anything else, let me know and I'll try to get some logs.
 
this desync on turn 1 is really suspicious ... can you get the AssetsTurn* files from all players?
 
Back
Top Bottom