Hi, I just wanted to anounce that I lost hope in 2k providing a decent multiplayer patch.
Thats why I started to develop a CiV MP Mod manager in cunjuction with a mod that enables the active ai to human diplomacy known from single player games in mp games.
This is how it works. In the newer releases it checks if all players have activated the same mods in the pregame lobby (this is an incomplete check and will be expanded in future versions).
Currently supported are mods with single lua-files (lua-files, that don't include modded lua files - e.g. mod that need lua files to be included in the vfs which don't replace original files won't work at the moment),
mods which import an altered gamecore dll,
mods that add mapscipts, even custom maps seem to work.
I'm not sure if it will be possible to support mods adding custom gui elements. But I'll have a look into it after I have solved the problems with multiple lua files.
I think mod's altering the gamedatabase or textdatabase can be supported in future versions.
I personaly have confirmed it to work with 2 simple mods:
JdH's Active AI Diplomacy in MP: http://steamcommunity.com/sharedfile.../?id=215112942
City Limits: http://steamcommunity.com/sharedfile...s/?id=80071068
A work in progress version supports the following mod:
Unit Path Viewer: http://steamcommunity.com/sharedfile.../?id=136124158
The work in progress version is not stable at the moment.
Great project, I hope you'll be able to extend it to most mods
I was working on a way to create a MP Modpack from my mods before my break, but if we can have a tool to select which mods we want, that would be fantastic.
I still have some ideas to test before abandoning the idea of making it possible from in game, then I'll go for the manual installation in the game's installation folder.
If I may ask, what's the problem for mods that need lua files to be included in the vfs ?
You can add new context by editing the original InGame.lua (example: adding a line with ContextPtr:LoadNewContext("CultureMain") ), and as long as the included Lua file (example: CultureMain.lua and all the related lua files) are in the assets folder, they should load.