Making MNAI work in multiplayer

bill753

Chieftain
Joined
May 24, 2006
Messages
11
I'm not really sure if this will be helpful to anybody, but I figured I'd post it anyway just in case. My friend and I have been struggling recently to make MNAI work in multiplayer and the eventual solution we discovered wasn't all contained in one place anywhere, hence this post.

If you are using the steam version of Civilization IV, right click on Beyond the Sword in your games list, go on properties and then the betas tab. Select original_release_unsupported and close the window. Steam will download the old version.

We had no luck connecting using the internet lobby (hence the above alteration) or the LAN lobby through Hamachi. However, we found that if I hosted the game on LAN and my friend used my Hamachi IP to connect, it worked.

Note: both of our Hamachis gave some errors on the various diagnostic screens it provides but it seemed to work anyway. This threw us off for a long time because I thought it was Hamachi not working properly because I'm on Windows 10, but this wasn't the case.

Anyway, I don't know if this stuff is obvious already for people still playing Civ IV multiplayer but it might help any new people (if any exist!).
 
Recently had to setup a multiplayer with a friend who had the steam version and me with the store bought cd version (from years ago) and after trying multiple ideas the thing that worked is the option A from what DarkLunaPhantom linked. We tried both Hamachi and Evolve's vpn and neither worked for us. If everyone has the steam version then I believe there is a simple friend invite option but if anyone has the non-steam version you will basically have to get everyone on the either non-steam or the "beta" thing downloaded from steam.
 
Glad to hear there are other options as well.

So as per my original post, we've got it to work, but we're getting out of sync messages whenever we examine one of our cities that isn't our capital. Making whatever changes we wanted then the non-hosting player rejoining seems to work but it takes quite a while. Anyone know if this can be rectified? Or should we just start a new game?

I vaguely remember reading something about events maybe having an effect on whether you get OOS issues, is this true?
 
So as per my original post, we've got it to work, but we're getting out of sync messages whenever we examine one of our cities that isn't our capital.

I've had the exact same thing with this mod, 100% of the time. But only when I played online and had 'Start Allied' or whatever the option is, where you start allied with another player and next to each other.
It seems to be a problem, either with ffh2, MNAI or both. I now play Erebus in Balance and not tested if the same happens.
 
So as per my original post, we've got it to work, but we're getting out of sync messages whenever we examine one of our cities that isn't our capital. Making whatever changes we wanted then the non-hosting player rejoining seems to work but it takes quite a while. Anyone know if this can be rectified? Or should we just start a new game?

In most cases, OOS errors are caused by how the game itself works. In others, it may be caused by an incorrect setup (different MNAI versions, errors during installation and so on). In either case, unless the cause of the error is fixed you will end up getting the OOS regardless of restarts.

Although I frequently play team games, I have never experienced this issue. This is likely because we play on the same room and we can just talk to each other and know the status of our allies. I have made a note to look into this OOS error, but having additional OOSLogs of it (as indicated in the testing guide) would help me a lot so please let me know if anyone can get them :)

I vaguely remember reading something about events maybe having an effect on whether you get OOS issues, is this true?

To my knowledge, not anymore. All known OOS bugs except one caused when a puppet state is created have been squashed during the years. I ran about four or five multiplayer testgames up to the turn 200-300 without a single OOS error. As these testgames run automated they won't find OOS errors caused by navegating the interface (like the one you are reporting) so there can certainly be more issues lurking there but there shouldn't be any in events.
 
Thanks for your reply. I'll try my best to get the logs you mentioned next time we play. Fortunately it only appears to affect the first few cities I settled (which only really prevents me from choosing worked tiles and specialists) so our game hasn't been affected much.

I've had the exact same thing with this mod, 100% of the time. But only when I played online and had 'Start Allied' or whatever the option is, where you start allied with another player and next to each other.
It seems to be a problem, either with ffh2, MNAI or both. I now play Erebus in Balance and not tested if the same happens.

We didn't choose that option, just the default starting situation with everybody on their own team and no predetermined relationships.

EDIT: Offtopic, but I didn't want to make a new thread for this (tell me if I ought to). I noticed that all my adepts/mages/etc can use 'discover technology' to get a whole tech - going up to the really advanced ones like Pass Through the Ether. So I can build an adept and immediately research the tech. Same with disciples/priests. I noticed my mages' summoned fireballs can also discover technology. Presumably this is a bug?
 
Thanks for your reply. I'll try my best to get the logs you mentioned next time we play. Fortunately it only appears to affect the first few cities I settled (which only really prevents me from choosing worked tiles and specialists) so our game hasn't been affected much.

Okay :)

EDIT: Offtopic, but I didn't want to make a new thread for this (tell me if I ought to). I noticed that all my adepts/mages/etc can use 'discover technology' to get a whole tech - going up to the really advanced ones like Pass Through the Ether. So I can build an adept and immediately research the tech. Same with disciples/priests. I noticed my mages' summoned fireballs can also discover technology. Presumably this is a bug?

Yes, it is a known bug of the latest release. While we wait for 2.63, you can find a hotfix for that error and some others here: http://forums.civfanatics.com/showpost.php?p=13929499&postcount=30
 
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