New modpack vox populi 9-19!!

Interesting I had no idea about that. Next time we'll just ally the "normal" way. Regardless besides those few quirks we've had multiple wars, multiple events and just overall enjoying our little game. Turn 200 and counting and still no issues overall.
 
'Same team' is a bad idea. The game just really doesn't support that at all.

G

Really? That is news to me, as I've also been doing a team game with a friend. Besides the counter-offer text mentioned we've had no issues to speak of after a couple hundred turns. What could end up being a problem later on?
 
Interesting I had no idea about that. Next time we'll just ally the "normal" way. Regardless besides those few quirks we've had multiple wars, multiple events and just overall enjoying our little game. Turn 200 and counting and still no issues overall.

Really? That is news to me, as I've also been doing a team game with a friend. Besides the counter-offer text mentioned we've had no issues to speak of after a couple hundred turns. What could end up being a problem later on?

Firaxis did not design the AI to respect teams as having more than one 'leader' in some instances, and team functionality assumes a single player in 90% of cases in the code.

G
 
It won't be until sometime early next week I get a chance to finish our game but I'll report on the AI behavior regarding victory (or defeat) conditions or any other quirks that may arise.
We did experience something unique. Shortly before quitting for the night the game randomly reloaded while in mid turn processing. I thought it was reloading my original saved game from the beginning of this session but randomly picked an autosave from about 10 turns prior.

EDIT: Quick thought, what about observer status in MP internet games regarding stability and/or code issues? Not that I would ever do that in MP but just curious about it.
 
some aditional report from my game with cousin. we are on turn 270, middle industrial. desyncs are now 1 per 2-4 turns. My cousin reported after one of those some strange bug. One of his cargo ship, which he launched on turn before desync, frozen few tiles nearby origin city on sea, did not have trading path(no lines marking path from origin to targeting city), was clickable and had action menu(behave like workboat). Me personaly did notice anything ,,buggy'' but still, those regular desync are annoying.
 
some aditional report from my game with cousin. we are on turn 270, middle industrial. desyncs are now 1 per 2-4 turns. My cousin reported after one of those some strange bug. One of his cargo ship, which he launched on turn before desync, frozen few tiles nearby origin city on sea, did not have trading path(no lines marking path from origin to targeting city), was clickable and had action menu(behave like workboat). Me personaly did notice anything ,,buggy'' but still, those regular desync are annoying.

Logs will surely help.
 
Great works stealing has been dissabled for mp? my spies preparing heist in cities without any great works to steal, but in cities with gw, message tells me there are no works to steal. Also i was very angry about militaristic part of persian UA. The time, when u rely on your 25% defense bonus + fortification + terrain while trying to heal with almost death unit but than you realise that transition from GA bonus take you 1 movement, so unit cant heal that turn, can do rly huge diference.
 
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Great works stealing has been dissabled for mp? my spies preparing heist in cities without any great works to steal, but in cities with gw, message tells me there are no works to steal. Also i was very angry about militaristic part of persian UA. The time, when u rely on your 25% defense bonus + fortification + terrain while trying to heal with almost death unit but than you realise that transition from GA bonus take you 1 movement, so unit cant heal that turn, can do rly huge diference.

Great work stealing is not disabled, no.
 
Any news about the auto explore bug? Its something that stops me from using this mod, am I the only one to notice it?
 
New modpack for 9/30 tomorrow folks.
 
*excited* Hopefully the ruins issue will be solved. We get 100% CTD on those. We played a lot of (MP-INTERNET) lately and love to help sort the bugs out. Thanks.
 
in 9/19 i THINK'' , that our desync caused sending units on longer path. since i told my cousin to manualy manage units every turn(annoying but whatever), we got much more less desync and they havent been so regular as they used to be. i still dont know, if it is optimal, but what i am reading here, every single one here have diferent experience. we are only 2 humans in game with 10 AI and im pretty sure we both have same no eui version. so for future, if i can help with those desync, just write me which logs u want to share.
 
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