MPMPM - Multiplayer Mod DLC-hack (Updated!)

I wrote this as a workaround for the popup elements, but nobody seems to have tested it in their mods yet. Editing it into an existing Civ's code is probably going to be difficult if you don't already have a working knowledge of Lua.
 
I wrote this as a workaround for the popup elements, but nobody seems to have tested it in their mods yet. Editing it into an existing Civ's code is probably going to be difficult if you don't already have a working knowledge of Lua.
I read it some months ago, but I remember it was too complicated for me.

Whoward said it would be too much work to implement a non tested workaround.

And Gazebo, I don't know about Gazebo. I know he is trying to make his CP work in multiplayer, so maybe he does care and is willing to implement it? I will ask him.

And I saw you linked a new thread for your workaound. I will read it tomorrow, maybe I understand it now :)
 
I wrote this as a workaround for the popup elements, but nobody seems to have tested it in their mods yet. Editing it into an existing Civ's code is probably going to be difficult if you don't already have a working knowledge of Lua.

I had heard you mention this workaround in the past, but I hadn't realized you actually worked up a toolkit for it. I'll edit it into my earlier posts to try to get the word out.

As a matter of personal curiosity, do you know if the Events and Decisions guy knows about this? E&D is probably the single most requested multiplayer anything that simply has no workaround without relying on something like your implementation.
 
I just wanted to mention that at the time when I said that Really Advanced Setup doesn't work in multiplayer. I was unaware that MPMPM existed. So it may or may not work with MPMPM. I'm not sure either way.

ah.
But I remember other statements in this thread (don't know where), that it does not work with MPMPM.
I remember at the beginning of my modding a year ago, I also tried it. But the setting screen was messed up.

So maybe, if you have some time left, you could try to make it multiplayer compatible ?
 
Sure, I'll try to make it. However I don't play Civ 5 multiplayer - so I can't test it.

If I get something that looks promising. I'll post it on my mod thread and post a link here.
 
Hello friends, I've followed the steps in the first post and tried to create my own modpack to distribute among my friends.

After many trial and error I managed to narrow it down to a crapload of random civilizations from the World of Warcraft's "Scourge" to Donald Trump and Robb Stark, while getting minimal gameplay changes (No Barbarian XP cap and the Krakatoa fix)

It's relatively stable, has not crashed in any instance, but there is ONE glaring issue, no matter what I do, no one can create a trade route.

Does anyone have an idea what might be causing this?
 
Hello friends, I've followed the steps in the first post and tried to create my own modpack to distribute among my friends.

After many trial and error I managed to narrow it down to a crapload of random civilizations from the World of Warcraft's "Scourge" to Donald Trump and Robb Stark, while getting minimal gameplay changes (No Barbarian XP cap and the Krakatoa fix)

It's relatively stable, has not crashed in any instance, but there is ONE glaring issue, no matter what I do, no one can create a trade route.

Does anyone have an idea what might be causing this?

It's hard to say in a vacuum. I would recommend you try playing a game in single player with logging enabled: http://forums.civfanatics.com/showthread.php?t=487482 . Play just long enough to trigger the error (I'm guessing you have to build a caravan), then check the lua log (append it here as well). With any luck, there will be an error message that points directly to the problem.
 
I have used the firetuner many times, but yesterday I can't find the MPMPM in the lua console list in firetuner. I have deleted and reinstalled the mod and firetuner many times. Any help for this?

The multiplayer workaround mod is loading in civ5.
 
I have used the firetuner many times, but yesterday I can't find the MPMPM in the lua console list in firetuner. I have deleted and reinstalled the mod and firetuner many times. Any help for this?

The multiplayer workaround mod is loading in civ5.

I am also experiencing this issue.
 
Have you tried deleting the cache?

MPMPM now shows up in FireTuner, compiling the modpack now, although I did notice that the console was spamming an error message.

Spoiler :
13HhYrt.png


So idk if that will cause an issue.


EDIT: Got it to compile, however only a few of the civs I was adding to the modpack seem to have carried across.

Spoiler :
l6i49zr.png


I added like 40 but only about 5-6 seem to have been added.

Attached my database.log
 

Attachments

MPMPM now shows up in FireTuner, compiling the modpack now, although I did notice that the console was spamming an error message.

Spoiler :
13HhYrt.png


So idk if that will cause an issue.


EDIT: Got it to compile, however only a few of the civs I was adding to the modpack seem to have carried across.

Spoiler :
l6i49zr.png


I added like 40 but only about 5-6 seem to have been added.

Attached my database.log

Well the error you're getting spammed seems to come from whatever mod ends in "(No EUI)" that is listed in your window. Can you comment on which mod that is?

Your database.log looks clean, though it would be useful for you to also post your xml.log. It's very unusual to have 5-6 civs work and nothing else--usually it's an all or nothing proposition. An xml error in the MPMPM output tends to take the whole game down with it...I find it hard to think of one that would only bork some civs. This might seem like a weird/lame question, but are you sure all the civs show up when you loaded everything in the mods menu?
 
Well the error you're getting spammed seems to come from whatever mod ends in "(No EUI)" that is listed in your window. Can you comment on which mod that is?

Your database.log looks clean, though it would be useful for you to also post your xml.log. It's very unusual to have 5-6 civs work and nothing else--usually it's an all or nothing proposition. An xml error in the MPMPM output tends to take the whole game down with it...I find it hard to think of one that would only bork some civs. This might seem like a weird/lame question, but are you sure all the civs show up when you loaded everything in the mods menu?

That would be the compatibility files mod for EUI, extracted that from Lynnes CBP modpack.

Spoiler :
2ckG5Pw.png


I can't actually remember if all the civs showed up when loading up the mods for compile initially, I can try again and check.
 

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