Multiplayer: Where to change the AI Limit?

SonaGX

Chieftain
Joined
Apr 18, 2018
Messages
3
Hi all!

My boyfriend and I are very excited to try out the Vox Populi modpack, but one thing has kept us from starting a game. The ai limit on game creation.

For vanilla Civ, we adjusted the cap in the .xml, but for the CPP, the .xml file where this used to be is blank. We've searched a ton of files, and I've tried to look online, but I'm not finding anything that helps me.

Can anyone point us in the right direction? It's just the two of us playing over local network, and we prefer having 12-14 ai with us.

Thank you for your time! :D
 
In the modpack, go to the override folder and select the largest xml. Everything got dumped into it so you can edit the cap there.
 
Thank you so much, you're the best!

And if I could ask one more question... the difficulty settings are still controlled by the community balance patch, and not in the massive .xml?
 
I'm not sure since I never checked, but if all of the mods xmls were dumped in there, then it should be the place to edit. Check both if you like.
 
The big .xml in the Override folder is the xml that gets loaded in the database. What's in the "MOD" folder of community patch, etc. is all just reference at that point, except for the art files and lua.

The next largest .xml in the Override folder is what loads the Text stuff.
 
Thank you so much, you're the best!

And if I could ask one more question... the difficulty settings are still controlled by the community balance patch, and not in the massive .xml?
I'm not sure if difficulty settings are in the civ5units in the "override" folder, but for my own games i change it BEFORE making the modpack and it works. You can also change lots of stuff there, i've been fixing pantheons and naval units when they were totally broken (maybe a year ago)
 
It's just the two of us playing over local network, and we prefer having 12-14 ai with us.
Let us know how this game goes! Usually multiplayer games with 8+ civilizations start de-syncing and re-syncing every turn later on. LAN, using Steam or through IP does not seem to make any consistent difference from my experience.
 
Let us know how this game goes! Usually multiplayer games with 8+ civilizations start de-syncing and re-syncing every turn later on. LAN, using Steam or through IP does not seem to make any consistent difference from my experience.
Not sure about current state but i used to play this way many many times about a year ago. It depends on a version, but usually it is quite playable
 
Not sure about current state but i used to play this way many many times about a year ago. It depends on a version, but usually it is quite playable
If you could tell me a version that is quite playable so I could test it, compare to the recent versions and help fix whatever is causing these issues (if there is indeed any cause related to the mod), I would greatly appreciate it. I guess It also depends on what you consider playable though. De-syncs, even if not frequent (i.e. one every 50 turns) have the potential to break several things in the game.

A few of the issues arising from de-syncs that I experienced and remember include (all of these using VP only or VP+EUI in recent versions):
  • "Controllable" Caravans/Cargo Ships that are bugged and don't let you end your turn (to solve you have to delete the unit, still have a save with this, it was very hard to find the bugged caravan as the game did not let me know why I could not end the turn);
  • Bugged units, whenever they attack the game crashes for all players who can see the battle (to solve you have to delete the unit);
  • Naval units end up in the land, or land units in the sea (to solve you have to somehow move them back to their domain);
  • Related to the previous one, units teleporting all over the map randomly;
  • Units simply disappearing, e.g. after advancing era if you have vassals you gain a considerable amount of units near your capital. In one de-sync we had, all of those units disappeared without leaving a trace;
  • Units losing their banner that indicate their position, and that can move through other units while generally they should not be able to (I simply deleted the unit when this happened);
  • Unit randomly gaining insane amounts of XP after a de-sync.
This is obviously anecdotal, and from our experience all of these happened more frequently to the players that were not the host of the game. These were all in games with 2-4 players + 4-10 AI in Standard or larger maps. We've tried everything from playing in LAN, to using dedicated servers, to playing through Steam, to connecting directly through IP, to using more powerful computers, to changing LAN cables to new CAT6 cables, to using better Ethernet switches, but these still happen from time to time. We are simply dealing with it. Mods or not do not seem to affect this at all, we initially used to play without mods and the issues were the same or even worse. In fact there are various MP fixes that the community is putting into the VP mod, so it is probably better to play with it, than without.

We only really do not have issues at all when playing in small maps with a few AIs.

I never report these in the github due to them being caused by network de-syncs. As far as I know and talked to Gazebo we do not have access to the Civ5 netcode, so I am pretty sure there is nothing we can do except deal with them with reloads and whatever means we have.
 
I never report these in the github due to them being caused by network de-syncs.
I think you could make a post on github with this list, so that G (or someone else) can point you which ones may be fixable. The errors during resync are probably not fixable, but the bugged units could (at least be automatically deleted)
 
These were all in games with 2-4 players
I played ONLY with 2 players via LAN it was very dependent on the version. When we tried to play with 4 players - it was unplayable. Those version are like 1,5 years old so i doubt you want to play them
 
I think you could make a post on github with this list, so that G (or someone else) can point you which ones may be fixable. The errors during resync are probably not fixable, but the bugged units could (at least be automatically deleted)
I'll see if I can start archiving bugged re-syncs + compatible modpacks and will post a collection there to discuss if there is anything we can do.

I played ONLY with 2 players via LAN it was very dependent on the version. When we tried to play with 4 players - it was unplayable. Those version are like 1,5 years old so i doubt you want to play them
Not saying that I doubt you, but it might have been just luck. We had a few games that for some reason were extremely stable from start to finish, and when we thought we figured what the issue was the next game we started getting de-syncs every single turn. They seem to be extremely random.
 
I'm not sure if difficulty settings are in the civ5units in the "override" folder, but for my own games i change it BEFORE making the modpack and it works. You can also change lots of stuff there, i've been fixing pantheons and naval units when they were totally broken (maybe a year ago)
You can change the difficulty in the largest file in the Override folder. Can be done the usual way before you create the moddpack or in the Override folder after you have created it.
 
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