Multiplayer compatible?

Amightymuffin

Chieftain
Joined
Aug 24, 2014
Messages
73
Hi, really sorry if this is a duplicate thread or if it exists on the front page and ive just skipped over it :P


just wanted to ask if the community patch and balance mod are multiplayer compatible and if there was a list of what other mods work with this in multiplayer?

thanks for any answer in advance :D
 
its fine I used it myself but I had to use the steam versions of the CSD and civ4diplo mod rather than the ones here as I had to get to the modinfo files

if it works I will post it here
 
its fine I used it myself but I had to use the steam versions of the CSD and civ4diplo mod rather than the ones here as I had to get to the modinfo files

if it works I will post it here

The Steam versions of those mods will not work with the CP.
g
 
oh well then..... it worked for single player at least :D


the issue I find is that I need to temporally remove a line of code in the mod .info file I can do that easily for the community patch but it seems I need to do it for the diplomatic mods aswell

Edit: I need to find <File md5="some stuff of importance" import="1">CvGameCore_Expansion2.dll</File> easily found In the community patch but hard to find in both the civ iv diplo and the csdm

Edit #2 seems I got the civ iv diplo mod to work now will now try to get the csdm to work
 
oh well then..... it worked for single player at least :D


the issue I find is that I need to temporally remove a line of code in the mod .info file I can do that easily for the community patch but it seems I need to do it for the diplomatic mods aswell

Edit: I need to find <File md5="some stuff of importance" import="1">CvGameCore_Expansion2.dll</File> easily found In the community patch but hard to find in both the civ iv diplo and the csdm

Edit #2 seems I got the civ iv diplo mod to work now will now try to get the csdm to work

That's because those lines were removed from the CP's version of C4DF and CSD to prevent DLL overlap.

G
 
There are two ways to go about this.

You can either use the CP, CBP, and the CP versions of CSD and C4DF (along with the compatibility files) found in the Community Patch installation page. Dlimited has already done it here.

Or you could do what I did and just use CP (without CBP), the standalone CSD (you must delete the DLL), and a special Whoward modified version of C4DF (check the second post in my thread for the link). It was a bit involved as you have to merge some overlapping LUA. See the Coding Changes and Mod Creation sections of my first post in my modpack thread.

I also noticed you were having some trouble with MPMPM. The program can be picky but if you follow the steps I indicated in the Mod Creation section of my first post, you should be able to get it to work. This includes merging overlapping LUA (I used the compare feature in Notepad++) into the last relevant mod that loads (selected last in the Mods screen), ensuring that the MPMPM .dll is the only one in the mods folder when creating the modpack (and that no other mod has a .dll - CP's .dll and relevant line in the .modfile gets re-added in the MP_MODPACK folder after), and re-adding the missing mod folders in the MP_MODPACK folder that MPMPM left out.

There were a number of other minor issues I came across as well:
There was an issue with C4DF where some of the text in the trade screen were not appearing correctly. To fix it, I copied all of en_US_text_UI.xml and en_US_Test_Generic_Diplomacy.xml of C4DF to the NewText.xml of CP (and correcting for some overlap). I also made edits to TopPanel.lua as outlined in this post to get the cultural tooltip to work.

Then there was the issue with the spawning of Great Diplomats. In my latest version, I replaced the GDs with a non-great person alternative, the Master Diplomat. Alternatively you could use the non-dll version of CSD which I don't think has Great Diplomats, but you also lose out on a number of other DLL related features.

As far as which other mods are multiplayer compatible, well as you've seen in my thread, its hit-and-miss. Serp's list is pretty solid and his modpack is probably the most error-free. He even made changes to a couple to make them even more multiplayer compatible. If you do use CBP, make sure that the mods you include are not overlapping CBP or conflict with it as indicated in the Mods Compatible with CBP sticky.
 
so earlier today i managed to (without those tips civaddic) get a single player game to work to turn 223 without any crashes :D, I did try a multiplayer but my friend kept crashing as the first few turns and I need to find out what causes it.

will be trying a mp game later today I think but after that I will try out those tips addiction :D, I was already using most of the tips that were on your mudpack creation page tho :D

edit: just got a great diplo but I didn't suffer from the great diplo spawn bug?
 
There are two ways to go about this.

You can either use the CP, CBP, and the CP versions of CSD and C4DF (along with the compatibility files) found in the Community Patch installation page. Dlimited has already done it here.

Or you could do what I did and just use CP (without CBP), the standalone CSD (you must delete the DLL), and a special Whoward modified version of C4DF (check the second post in my thread for the link). It was a bit involved as you have to merge some overlapping LUA. See the Coding Changes and Mod Creation sections of my first post in my modpack thread.

I also noticed you were having some trouble with MPMPM. The program can be picky but if you follow the steps I indicated in the Mod Creation section of my first post, you should be able to get it to work. This includes merging overlapping LUA (I used the compare feature in Notepad++) into the last relevant mod that loads (selected last in the Mods screen), ensuring that the MPMPM .dll is the only one in the mods folder when creating the modpack (and that no other mod has a .dll - CP's .dll and relevant line in the .modfile gets re-added in the MP_MODPACK folder after), and re-adding the missing mod folders in the MP_MODPACK folder that MPMPM left out.

There were a number of other minor issues I came across as well:
There was an issue with C4DF where some of the text in the trade screen were not appearing correctly. To fix it, I copied all of en_US_text_UI.xml and en_US_Test_Generic_Diplomacy.xml of C4DF to the NewText.xml of CP (and correcting for some overlap). I also made edits to TopPanel.lua as outlined in this post to get the cultural tooltip to work.

Then there was the issue with the spawning of Great Diplomats. In my latest version, I replaced the GDs with a non-great person alternative, the Master Diplomat. Alternatively you could use the non-dll version of CSD which I don't think has Great Diplomats, but you also lose out on a number of other DLL related features.

As far as which other mods are multiplayer compatible, well as you've seen in my thread, its hit-and-miss. Serp's list is pretty solid and his modpack is probably the most error-free. He even made changes to a couple to make them even more multiplayer compatible. If you do use CBP, make sure that the mods you include are not overlapping CBP or conflict with it as indicated in the Mods Compatible with CBP sticky.

You should really be using the C4DF version from the CBP. Also, if you are having an issue with Great Diplomat spawning, you need to make sure that the CP base XML is being loaded (pretty much all the files in the CP, especially the DLL, MUST be there).

G
 
yea so I'm able to get a mp game started however after a view turns it crashes during the end turn/ai turn section.

I don't really know what I'm looking for in order to diagnose so yea....
if any of you guys want to have the pleasure of looking at logs for me then ask away lol



Edit: thought id mention that with the release of the latest version (8/24) no changes were needed to the CP files to get it to work with mpmpm however I was still forced to copy the mod folders of C4DF and CSD into the mp_modspack folder
 
Ok so with the new version released I tried again and surprisingly it actually worked, me and a friend were able to get to turn 20 with only 1 reload crash (nothing unusual there) however is there a way of reducing the amount of resyncs we had as we were starting to get almost 1 a turn by turn 15

we were using a communitas map and later we plan to test a continents map btw

oh and the method saving and reloading on the first turn of a communitas prevents a turn2-3 crash :D
 
Ok so with the new version released I tried again and surprisingly it actually worked, me and a friend were able to get to turn 20 with only 1 reload crash (nothing unusual there) however is there a way of reducing the amount of resyncs we had as we were starting to get almost 1 a turn by turn 15

we were using a communitas map and later we plan to test a continents map btw

oh and the method saving and reloading on the first turn of a communitas prevents a turn2-3 crash :D

If you get the bug to test, I'd like to see you run a CP-only version to see if there are still desyncs.

Thanks!
G
 
sure can do will edit this post for feedback ( I usually go to turn 20-30 and see if there are frequent desyncs/issues)


Edit : no desyncs at all when using CP on its own with the newest version of EUI up to turn 30 (as far as we went)
 
If you get the bug to test, I'd like to see you run a CP-only version to see if there are still desyncs.

Thanks!
G

For what its worth, I went 56 turns without a CTD on my latest modpack using a CP base. And then on reentry into the game, a single desync occurred on turn 78. I believe the only reason I got that was because of the Great Person choice on completion of Liberty Tree (dialog box choices causes desyncs in multiplayer).

This was on a large map, 2 Human players and 7 NPCs (CP 8-20).
 
so out of curiosity, why is the more advance dll of CBP causing higher amounts of resyncs when compared to a CP only?

and I suppose there is nothing I can do to reduce the number of resyncs ?
 
so I'm assuming theres not a lot I can do to reduce the number of reloads as it works fine for 11ish turns then the reloads get more frequent up to every end turn
 
For what its worth, I went 56 turns without a CTD on my latest modpack using a CP base. And then on reentry into the game, a single desync occurred on turn 78. I believe the only reason I got that was because of the Great Person choice on completion of Liberty Tree (dialog box choices causes desyncs in multiplayer).

This was on a large map, 2 Human players and 7 NPCs (CP 8-20).

This is CP as a base without CBP, yes? Reinforces my feeling that it's one of the advanced CBP DLL elements (probably the happiness system...).

G
 
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