MPMPM - Multiplayer Mod DLC-hack (Updated!)


Thank you very much. However we've been trying to play and so far when we start a game 2 or 3 (out of 3) of us crash instantly with Civ V closing. With pitboss on, we rejoined obviously with a new host but every turn it would resync. This was on Large Islands, with a Small map and 1 AI with the 3 human players.

http://pastebin.com/SRjGeDcs

That's the database.log thing from the thing. It works in single player for all of us (we all loaded it up and played for a couple of turns).

Also my mouse is on never bind to window and yet it is bound to the window until I window key or alt-tab out of it. Not sure if that's related.

Edit: We tried hosting with just one of my friends and me (as the host). It worked fine on turn 1, then did reysync every turn. This is on duel pangea. With my other friend and me (again as host), I crashed instantly while his game loaded up fine (with me missing and able to rejoin as in pitboss). With the same guy, when he hosts and I play again on duel, it instantly crashes for him (same as me the moment the countdown goes to zero Civ V disappears), and I load into the game almost fine (there's a delay where you look at the background rather than a Civ loading screen).

My second friend hosted it for three of us, as the game started the game instantly crashed for my first friend and me.

After reopening Civ we tried to join his game, and both of us got Error Joining Multiplayer. This is with pitboss on to allow for us to rejoin.

The first friend hosted the game. The second friend crashed from it. Me and my first friend stayed in it. After rejoining it resynced every turn until we gave up again.

Edit 2: If there's any multiplayer mod that's more likely to work we're happy to look at other stuff.
 
Thank you very much. However we've been trying to play and so far when we start a game 2 or 3 (out of 3) of us crash instantly with Civ V closing. With pitboss on, we rejoined obviously with a new host but every turn it would resync. This was on Large Islands, with a Small map and 1 AI with the 3 human players.

http://pastebin.com/SRjGeDcs

That's the database.log thing from the thing. It works in single player for all of us (we all loaded it up and played for a couple of turns).

Also my mouse is on never bind to window and yet it is bound to the window until I window key or alt-tab out of it. Not sure if that's related.

Edit: We tried hosting with just one of my friends and me (as the host). It worked fine on turn 1, then did reysync every turn. This is on duel pangea. With my other friend and me (again as host), I crashed instantly while his game loaded up fine (with me missing and able to rejoin as in pitboss). With the same guy, when he hosts and I play again on duel, it instantly crashes for him (same as me the moment the countdown goes to zero Civ V disappears), and I load into the game almost fine (there's a delay where you look at the background rather than a Civ loading screen).

My second friend hosted it for three of us, as the game started the game instantly crashed for my first friend and me.

After reopening Civ we tried to join his game, and both of us got Error Joining Multiplayer. This is with pitboss on to allow for us to rejoin.

The first friend hosted the game. The second friend crashed from it. Me and my first friend stayed in it. After rejoining it resynced every turn until we gave up again.

Edit 2: If there's any multiplayer mod that's more likely to work we're happy to look at other stuff.

Do you have a lua.log? Resyncing every turn is a lua problem, and it might be causing the immediate crash too.

Your database.log has the usual set of errors that you see in pretty much every multiplayer mod pack. Those same Civ IV Diplomatic options errors show up in other packs with that mod, and I suspect something in those packs is broken, but no one has ever complained about it, so...
 
Thank you very much. However we've been trying to play and so far when we start a game 2 or 3 (out of 3) of us crash instantly with Civ V closing. With pitboss on, we rejoined obviously with a new host but every turn it would resync. This was on Large Islands, with a Small map and 1 AI with the 3 human players.

http://pastebin.com/SRjGeDcs

That's the database.log thing from the thing. It works in single player for all of us (we all loaded it up and played for a couple of turns).

Also my mouse is on never bind to window and yet it is bound to the window until I window key or alt-tab out of it. Not sure if that's related.

Edit: We tried hosting with just one of my friends and me (as the host). It worked fine on turn 1, then did reysync every turn. This is on duel pangea. With my other friend and me (again as host), I crashed instantly while his game loaded up fine (with me missing and able to rejoin as in pitboss). With the same guy, when he hosts and I play again on duel, it instantly crashes for him (same as me the moment the countdown goes to zero Civ V disappears), and I load into the game almost fine (there's a delay where you look at the background rather than a Civ loading screen).

My second friend hosted it for three of us, as the game started the game instantly crashed for my first friend and me.

After reopening Civ we tried to join his game, and both of us got Error Joining Multiplayer. This is with pitboss on to allow for us to rejoin.

The first friend hosted the game. The second friend crashed from it. Me and my first friend stayed in it. After rejoining it resynced every turn until we gave up again.

Edit 2: If there's any multiplayer mod that's more likely to work we're happy to look at other stuff.

Some friends and I played a few test games with the modpack today (online MP), and we haven't had any crashes, resyncs or other issues at all, so the mod itself works.
 
I've got a general question about MPMPM creation procedure. For those that are desiring the use of the EUI, do you have the EUI loaded and installed into the DLC prior to creating the Modpack OR do you drop it in after you have created the Modpack and restarted the game?
 
I've got a general question about MPMPM creation procedure. For those that are desiring the use of the EUI, do you have the EUI loaded and installed into the DLC prior to creating the Modpack OR do you drop it in after you have created the Modpack and restarted the game?

Prior. Due to the popularity of EUI, MPMPM actually explicitly checks for an EUI installation when making and, if so, used the EUI versions of CityView.lua etc. when making the modpack.
 
Excellent, I've been doing it like that way for a long time but wanted to double check.

One additional question when creating a Modpack with the CP/CBP in mind, I assume then it is okay to ignore the warnings about overwriting the LeaderheadRoot.lua and the InGame.lua, since these are Lua's included with the CBP (or actually just the former is, not sure exactly why the latter is overwritten).
 
Excellent, I've been doing it like that way for a long time but wanted to double check.

One additional question when creating a Modpack with the CP/CBP in mind, I assume then it is okay to ignore the warnings about overwriting the LeaderheadRoot.lua and the InGame.lua, since these are Lua's included with the CBP (or actually just the former is, not sure exactly why the latter is overwritten).

It depends on the nature of the warning. I try to make the warnings as transparent as possible, except looking at it now, I see I made a typo in one of them...

"InGame.lua has been overwritten!" is fine, if you have exactly one mod that does that.

"InGame.lua has been overwritten! If you are using Enhanced UI, this WILL cause errors." ->this should say CityView.lua. Just a silly typo. But if this happens, it will cause issues if using EUI.

"LeaderHeadRoot.lua has been overwritten! If you are using Enhanced UI, this WILL cause errors." ->same deal

If it says something has been overwritten more than once, that means mroe than one mod is trying to override the referenced lua, which is a problem if the luas are different.

For CBP, there may be a folder in the mods folder called "unused" or something similar. In the mods pack these .lua are ignored but the dlc pack has no way to get rid of them, so it's usually best to do it manually. One of those might be an InGame.lua.
 
I didn't have any 'unused' folders. Didn't get any 2nd overrides so I think it is good...
 
Thank you for the very detailed instructions in the opening post! While I have light modding and coding background, I was a virgin to Civ 5 modding (other than Serp guiding me for my EUI tweak). I was able to use the process you outlined to make Neblet's Civ 5 Dimplomacy Values into DLC form.

There was another reason I wanted to post. I noticed in OP, you have a link for Multiplayer Mods Workaround to download from CivFanatics. The link does not work, though the attachment to OP does. However, OP says code last updated 11 May 2015. As a result, I had to subscribe on Steam Workshop just to make sure I got the most current version. Probably not an issue for most, but I'm old school when it comes to computer administration and almost always do software installs manually where possible. Wasn't sure if you'd be interested in updating OP to have a working link or if the attachment is in fact current.

Thanks again :)
 
Thank you for the very detailed instructions in the opening post! While I have light modding and coding background, I was a virgin to Civ 5 modding (other than Serp guiding me for my EUI tweak). I was able to use the process you outlined to make Neblet's Civ 5 Dimplomacy Values into DLC form.

There was another reason I wanted to post. I noticed in OP, you have a link for Multiplayer Mods Workaround to download from CivFanatics. The link does not work, though the attachment to OP does. However, OP says code last updated 11 May 2015. As a result, I had to subscribe on Steam Workshop just to make sure I got the most current version. Probably not an issue for most, but I'm old school when it comes to computer administration and almost always do software installs manually where possible. Wasn't sure if you'd be interested in updating OP to have a working link or if the attachment is in fact current.

Thanks again :)

The attachment to the OP is as updated as steam workshop is (June 11); I just forgot to update the date listed and the link in the text. That being said there is a minor text correction I haven't put in yet: https://github.com/cicero225/MPMPMaker-Things/commit/0909cdbd8e1eaf1c5eedffb576080871dcf26bc4

Just haven't gotten around to pushing it to steam or the attachment...
 
If I create a modpack with a new dll, can I then use JDH Multiplayer Mod Manager and add an additional mod with another DLL?

I want to use Community Patch in a modpack but losing JDH Active AI in multiplayer is just the hugest bummer.
 
If I create a modpack with a new dll, can I then use JDH Multiplayer Mod Manager and add an additional mod with another DLL?

I want to use Community Patch in a modpack but losing JDH Active AI in multiplayer is just the hugest bummer.
no. you have to wait until the active AI is merged into the CP. This may happen within one year I guess, if JDH contacts Gazebo and gives him the code.
 
no. you have to wait until the active AI is merged into the CP. This may happen within one year I guess, if JDH contacts Gazebo and gives him the code.

He's seemingly incommunicado since July according to CivFanatics and the Workshop. How large of a job would it be to write a new, similar mod? And would it even be right to do so? Wouldn't want to knowingly suggest something considered unethical by modders. I imagine somebody would have done this by now otherwise.
 
Yeah, JDH never replied to anyone asking for this.

Maybe you should post this question to the CP-forums, iirc Gazebo already considered to create his own version of this for the CP if there is enough demand for it.
 
Hi, I just tried making a modpack for personal use on local network games. When we tried doing a game, the hosting game screen was incredibly messed up (very few options, unable to add players or ai, unable to change game settings). After taking the modpack out, there were the same problems. I am currently reinstalling civ. Is this a problem seen before with this mod?
 
He's seemingly incommunicado since July according to CivFanatics and the Workshop. How large of a job would it be to write a new, similar mod? And would it even be right to do so? Wouldn't want to knowingly suggest something considered unethical by modders. I imagine somebody would have done this by now otherwise.

Pretty sure the Artificial Unintelligence guy is trying to fix the problem in his next release.
 
Hi, I just tried making a modpack for personal use on local network games. When we tried doing a game, the hosting game screen was incredibly messed up (very few options, unable to add players or ai, unable to change game settings). After taking the modpack out, there were the same problems. I am currently reinstalling civ. Is this a problem seen before with this mod?

I've never heard of it, for what it's worth. If it persisted after you took the modpack out, it very likely had nothing to do with the modpack.
 
Hmm, well that's the lognotes for going in and out of the mods menu. I assume you tried to start a multiplayer game and it crashed immediately? Did it crash before you get to the lobby or after you click the start game button? Does your modpack use a custom dll?

It crashed when the map is loaded, I only have time to see the settler and the map. It crashed just before you can move. No my mod doesn't use any custom DLL.
 
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