Multiplayer Stability Thread

Hey everyone, sorry for arriving at the party late. How is it that I get these stability improvement mods to work on multiplayer? Are these all included in the CPP section of the Vox Populi package? If so, how do I get them to apply to multiplayer as well? Or are they automatically applied once I use the auto installer like I did already? I literally just created my account on civfanatics today. I'm the resident techie amongst my group of friends but that's not saying much. Go easy on me!
 
Hey everyone, sorry for arriving at the party late. How is it that I get these stability improvement mods to work on multiplayer? Are these all included in the CPP section of the Vox Populi package? If so, how do I get them to apply to multiplayer as well? Or are they automatically applied once I use the auto installer like I did already? I literally just created my account on civfanatics today. I'm the resident techie amongst my group of friends but that's not saying much. Go easy on me!

Welcome to the party! Yes, these fixes are all included in the VP package. However, using the installer only installs VP as a mod which you can only use in single player since CIV5 does not allow mods to be used in multiplayer. In order to play VP in multiplayer, you need to use a so called modpack. A modpack is a mod turned DLC which makes CIV5 think it's loading a DLC (like Gods and Kings for example). A modpack is essentially a single directory that includes a number of mods and needs to be copied into the CIV5 DLC directory (...\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC). You can either use modpacks which are created and shared by other members here (https://forums.civfanatics.com/threads/dlc-modpack-and-43-civ-version-repository.609278/) or create your own (http://civ-5-cbp.wikia.com/wiki/Creating_a_Modpack).

Be careful when creating your own modpack though since not all mods are compatible with VP. Here's the VP mods compatibility thread (https://forums.civfanatics.com/threads/mods-compatible-with-community-balance-patch-cbp.542679/).

Hope this helps!
 
Thanks so much for the info. My civs "poker night" with friends will be tomorrow evening and we'll be playing for about 3 hours on quick mode with a "0 timer". There should be 5 or 6 of us total, but several of us are notorious for arriving late and leaving early. I'll have us all install the mod pack and then I'll return here and let you all know how it works. I don't really mind the occasional desync as long as we can recover the game by backing out and rejoining. Normally I find that people joining late or leaving early greatly increase the chance of a desync, so I'll make sure to log what kind of stresses we put on the game as well. Thanks again everyone.
 
Hey, I'm relatively new to VP but was just wondering is there a known issue with multiplayer in the late game? I've played two games recently where I was the guest and someone else hosted and both games were stable and fine with no desync until about turn 250-290 where my game crashed to desktop. Attempting to rehost would cause the game to crash either during the turn or at the end, and even going back a few turns it would happen again before we even reached the turn when the issue first occurred.
I don't know if this is the same as the desync issue that I've read about above as our versions appear to be in sync the whole time, the game simply crashes. If this isn't any known issue I will try making a separate thread for it with the logs.
 
I had a save like that too (4-30 version). Whenever the affected player tried to attack a barbarian camp or anything it spawns it would crash. I didn't have logging enabled though.
 
Hey, I'm relatively new to VP but was just wondering is there a known issue with multiplayer in the late game? I've played two games recently where I was the guest and someone else hosted and both games were stable and fine with no desync until about turn 250-290 where my game crashed to desktop. Attempting to rehost would cause the game to crash either during the turn or at the end, and even going back a few turns it would happen again before we even reached the turn when the issue first occurred.
I don't know if this is the same as the desync issue that I've read about above as our versions appear to be in sync the whole time, the game simply crashes. If this isn't any known issue I will try making a separate thread for it with the logs.
post it on github. thats like posting here, but especially for bugs and ctds.
And i experienced lategame ctds when i ran out of ram in certain games, but it worked fine once i closed everything else and loaded the autosave. thats on my rig tho.
 
When playing 4-30 version no EUI version on multiplayer, desyncs occur very frequently when barbarians are turned on. When they were turned off, there were rarely any desyncs. Is there any way to play multiplayer with barbarians turned on ?

Also, is there a more stable version 4-30 for multiplayer (including newer beta versions) ?
 
25-9-1
with chill barbs: until turn 37 we had 4 desyncs.
no barbs: first desync turn 100, 1-2 turns after first city conquest first desync. until turn 161 total of 2-3 desyncs.
 
2 questions, to be up to date :
1- With the last patch include with Magnus Mutatio modpack, is it still multiplayer "not that friendly" with desync problems ? (especiallythe one who freeze the game, not just reloading the game automatically).
2- If yes, what is now the best game setup to nullify or reduce the desync problem ? (Still a barbarian problem, so with No Barbarian ? Or it's a new problem ? I'm a it confused with the source of the issue)

Context :
We tried the January version with barbarian, 2 players and 4 IA on quick, we experienced 3-4 resync from T1 to T25, and one desync freeze on the 25th turn (desync freeze with game crash when my friend went out from the game).
Game Setup with Barbarian On (normal, not chill), no events. (i don't even know if events is still an issue in mp tbh)

Thanks in advance :)
 
we are 6 players with 4 AI, and from experiences chill barbarian is A MAXIMUM, we tried once normal barbarians it was a disaster, the game had so much desync, the save broke and we couldn't continue the game anymore.

i don't like the no barbarians because, it makes the early game too passiv, but the "no barbarians", make the game a lot more stable
 
Hi - is there a way to load Vox Populi into the Civ 5 system so you don't need to load the mods every time, but can just play it from the main menu?
 
Merci Cat du fromage for your answer :) When you say Chill Barbs is a maximum...it does desync-freeze often or just rarely ?

Any other tips for increasing Multiplayer stability at this point, and which doesn't matter anymore ? (Particulary with big modpack like Magnus Mutatio one's ?)
We did other testing last night by checking the local file (steam) and the "creating game with only IA, save and then bring buddy on lobby on the saved T1 game" trick with no barbs & no events, but we experience twice a big desync freeze each time he pass through Classical Era. (and he is the first to pass it, because he rushing it more or less), that's a known issue out there ?

We gonna try with the mid-dec Magnus Mutatio modpack next time...
 
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