New Version - July 15th (7-15)

@Gazebo
Can you comment on when the next multiplayer patch will be released? I understand this topic lies with Lynnes, but he seems to be preoccupied these days. Furthermore, can you elaborate on what is required to create the MP version?

Oh, and I love the CPP. It's amazing what you and everybody else have achieved so far!

Creating a MP version requires converting it to a modpack that can be used as DLC. However, the problem isn't creating the modpack so much as making it not desync like crazy.
 
You could run one or two automated workers with the "don't replace improvements" option going while manually building the rest of your improvements yourself, afaik the automated workers always seems to prioritize repairs.

Hmm, that's a nice tip. I disliked automated workers for similar reasons as confusion, but fixing the pillaged tiles always was a bit annoying to do manually (not that I have a problem with the event!)
 
With the next release, I'm taking over Modpack duties.

G

That's great news, thanks! Craving to play the next patch (I only play multiplayer), can you give any indication of when you will be able to finish that version?
 
What causes a game to desync?

The state of the game is not transmitted to all players in multiplayer because traditionally that has meant too much bandwidth on slow connections. Today, multiplayer sync is still being done the traditional way. So only the human user interface changes are transmitted to all players to save on bandwidth. The assumption is that the total game state (including the AI), becomes identical and doesn't need to be transmitted across the network, since everyone should be running exactly the same game engine doing exactly the same calculations based on what the user interface state is. In reality though, there are bugs in the code that cause the non-user interface game states to become different across all players, which results in desync, and players have different mods and different versions of the game engine which stuff things up as well.

Let's hope Civ6 does it differently, since today we don't need to be nearly as careful about slow connections.
 
Hi, just wonder anyone experienced crash when loading savegame? My game starts to crash when I load multiple times, and the issue become worst after 150 turns, I just hardly to load a savegame after that.. and now I can never load game with 180+turns..
 
Reworked/fixed demand mechanic is great. I refused to give Pachacuti 8:c5gold: a turn for 50 turns and promptly had war declared on me on turn 90. I loved it (and hated it).
 
I still have occasional caravan route anomalies, like being able to send only one way on a route that has no enemy units intruding.

Agreed, its hard to put a finger on, but there is definitely something wonky with trade route calculations.

My favorite was not being to send to a city (clear road the whole way). I move the caravan to the other city, and it can send to the origin city just fine!
 
Agreed, its hard to put a finger on, but there is definitely something wonky with trade route calculations.

My favorite was not being to send to a city (clear road the whole way). I move the caravan to the other city, and it can send to the origin city just fine!

My favorite, too, probably!
 
Try saving and reloading and see if more trade route options come up. There's a bug that's fixed in upcoming version related to that. If that doesn't do it, might be a different bug
 
Hi there,

first of i would like to leave a big thank you to all the people involved in creating this mod.

Next i'd like to ask a question (if it's in the wrong thread, maybe a moderator could move it, sorry in advance): I'm experiencing regular crashes on the Barbarians AI Turn after updating to this version. Reloading an auto-save 'fixes' it for that particular turn, but after a few turns it'll happen again. Any suggestions on how to fix this? (i updated all drivers, ran the steam file-verification => to no avail, everything seems in order)

Thanks,

d

edit : Thanks for the info, smokeeye - i went and added a report on github.
 
Hi there,

first of i would like to leave a big thank you to all the people involved in creating this mod.

Next i'd like to ask a question (if it's in the wrong thread, maybe a moderator could move it, sorry in advance): I'm experiencing regular crashes on the Barbarians AI Turn after updating to this version. Reloading an auto-save 'fixes' it for that particular turn, but after a few turns it'll happen again. Any suggestions on how to fix this? (i updated all drivers, ran the steam file-verfication => to no avail, everything seems in order)

Thanks,

d

Some people, including me, are experiencing this.

See Github for more details.
https://github.com/LoneGazebo/Community-Patch-DLL/issues/2190
 
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