Serps Multiplayer Modpack Improved Gameplay

Hi guys!
I would like to tryout this modpack but i cant get past the first turn. Everytime i build the first city and choose a research the game whats to set me the city production but when i click the icon nothing happens. When i click the city iam stucked in the menu but there are no options for me to click. The only why to get out is to press ESC and exit the game or go the the main menu.

Here is a screen from the city menu:
http://i.imgur.com/1wKOtp0.png

Thanks in advance!

EDIT:
same happens when i skip the 1st turn :(
 
That's an EUI-issue.
You have to remove your 'additional' version of EUI first, since the modpack already includes its own!
 
Modpack v19 uploaded at starting post (skipped v18).

Changelog v17 to v19:
New mods from whoward69s picknmix mods (I added german translation if missing, except to "UI - Unit List Enhancements"):
  • Global - No Science Overflow Exploit (v 1):
    Desc: Disables the science overflow exploit where you can get more science back than you gained from bulbing Great Scientists.
  • Global - Separate GP Counters (v 1):
    Desc: Gaining a Great Engineer does NOT increase the cost of Great Scientists or Merchants (and vice versa) in the same way that gaining a Great Prophet, General, Admiral et al doesn't.
  • Global - No Radaring Exploit (v 1):
    Desc: Disables the ability to use civilian units to find enemy units on non-visible tiles
  • Global - Great Work Research (v 3):
    Desc: Adds a Great Work slot for an Art or Artifact item to the University. The Great Work is used for research so produces Science instead of Culture.
  • Units - XP Times 100 (v 1):
    Desc: XP is no longer rounded down to 0, if it is less than one whole XP (e.g +30% more XP from Unlocker Promotion)
  • Diplomacy - By Numbers (v 1) (v 1):
    Desc: Displays the opinion weight in the tooltip when meeting a leader.
    AI - Great People Choices (v 1):
    Desc:Fixes the AI's inability to pick free Great Prophets, Merchants of Venice, Great Musicians and Great Writers.
  • Quests - Circumnavigate,Tourism Contest,National Wonder (v 2):
    Desc: New City State Quests.
  • Global - XP For Scouting (v 2):
    Desc: Scouts gain 1xp for every 6 tiles they first discover and 3xp for every natural wonder they first discover. (Land and Lake Tiles, maximum 30XP)
    My Changes: 1xp for every 4 tiles. Deactivated moddatabase storage to prevent lagging every single step a recon unit makes. Downside is that you can loose up to 3/4XP (that was not credited yet) everytime you load a savegame. But I think this is okay.
  • Global - No Lost Greatworks (v 1):
    Desc: A Great Artist, Writer or Musician who does NOT create a Great Work (eg they are killed by capture or use their other power), can be reborn such that the Great Work is not lost.
  • AI - MP Diplomacy (v 1):
    Desc: Enables JdH's multi-player diplomacy features. Also affects single player diplomacy displays.
  • UI - Unit List Enhancements (v 12):
    Desc: Adds Experience and Hit Points columns to the Unit List
  • Global - Early Coop War Lock (v 1):
    Desc: The simple fix for this is to lock player A into war for at least X turns, if any co-op war agreements include A warring against C.
  • UI - Diary (v 21):
    Desc: Displays a summary of key events as a tooltip on the date and turn indicators in the top panel (so hover over the date to see diary).
  • Global - Capture Great People (v 1):
    Desc: Great People are either captured (GA/GW/GM), provide a boost to the capturing player (GE/GS/GM) or a bonus to the capturing unit (GG/GA)
  • UI - Notify Exit Resistance (v 1):
    Desc: When a captured city ends its resistance, a notification is shown

Mods updated by whoward:
  • DLL - Various Mod Components (v 88):
  • Global - Commander Influence Borders (v 2)
  • Global - City States Gifts (v 5):
    Desc: If the gift is a unit, it gets start XP from your capital, not from the citystate.
  • AI - Smart V3 (v 1):
    Desc: Features from the "Smart AI V3 mod" by Ninakoru. Since DLL v85 the previos AI Smart mod was removed from DLL.
  • Improvement - Airbases (v 14):
    Desc: Made compatible to possibility to have more than 100 Hitpoints (but I did not add this possibility).
  • Global - No Followup From Cities (v 4):
    Desc: Now it is possible to specify from which fort-like improvement follow up should happen/not happen. I changed nothing, so still no followup from cities, forts, citadels, kasbah, feitoria and chateaus.

Mods updated by me:
  • FlagPromotions ModSupport (v 5):
    Update: Fixed a small bug. Unlockers previously are lost with upgrade (but immediately added again). Now they are never lost.
    Also replaced one missing promotion icon with another one, so it is displayed now.
  • Terrain - Polder Extension (v 3):
    Update: Polders are no longer buildable next to each other.
  • Improvement Upgrades (v 1):
    Update: Suburbs are now only buildable next to cities, nowwhere else, like it was intended. They are buildable after Tech "The Wheel" and get more yields with new techs.
  • MP Fix - Goody Hut Bonus (v 1):
    Update: Now the new shoshone promotion is in this mod. Raised the gold and culture for the promotion a bit.
  • Promotions - AntiAir Specialisations (v 1):
    Update: The AA-Units from AntiAir mod now also gets Unlocker promotions and can choose some of the new promotions. Thanks Xony for bugreport and Lynnes for fixing it.
  • Units - Prospectors (v 7):
    Update: No change at the mod itself, but I added another mod to the lua and sql (cause I hate generating a new mod with modbuddy).
    The NaturalWonderFirstFinderGold from Spain now depends on gamespeed. I set the value in database trait to 0 and it is done via lua only now. So it is of course not compatible to any mods that change the database value. And it is for spain only. (feel free to generate a standalone mod)
  • Convenient start (v 2):
    Update: Replaced the Air_Recon_promotion with Extra_Sight_2 promotion. Therefore your starting settler can't view over hills/mountains and forest anymore, but I think this is okay, because with Air_Recon the discovering player is missing in lua scripts, which would mean less XP for scouts and no gold for spain, if a natural wonder is within range of starting tile.
    If you don't like this change, go to Modpack/Override/CIV5Units.xml and search for <UnitType>UNIT_SUPERSETTLER</UnitType> and replace <PromotionType>PROMOTION_EXTRA_SIGHT_II</PromotionType> with <PromotionType>PROMOTION_AIR_RECON</PromotionType>. Keep in mind if you change this, all other players you play multiplayer also need this change.

I did test most of the new features, but not all. So please report any bugs you may find.

I did not update the EUI mod, it is still 1.28e.
This is because 1.28f and 1.28g messed up the Firetuner...Also the MPMPM-Tool as well as some of my mods do not work with them, although there should be no conflicting file..
But I added the "War highlight" feature from 1.28f. So if you are at war with a player, it should be visible in the citybanner of your enemy (I think colour).
 
At starting post I reached the maximum of allowed signs, so here the rest of the mods, the modpack now includes, linked from starting post:

  • Units - Prospectors (improved by Serp) (v 7):
    Desc: Prospectors can extract gold and resources from Gems, Gold, Silver, Marble and Copper (G&K) outside the civilisations borders
    MyChanges: Added the new luxuries Lapis, Amber and Jade. Gold/Ressource amount/chance depends on gamespeed, the current era and the distance to your nearest town. If a captured it will stay a prospector, won't loose what he carries and the conqueror can get the gold/ressource the prospector carries at the moment, if he send him to one of his towns. If the prospector is captured by barbarian, he will loose everything he carried.
  • Units - Starting Scout (v 1):
    Desc: You start with a Scout instead of a warrior.
  • Units - Subs Immune Under Ice (v 2):
    Desc: Like title says.
  • Units - Visible Trade Units (v 1):
    Desc: Trade Units does not disappear in fog. Now you can always see them.
  • War - Less Damaged Captured Cities (v 3):
    Desc: This mod reduce the damage to population and buildings that is instantly applied to a city when you capture it.
  • Wonder Race (v 4):
    Desc: You get a notification if someone else already build the wonder you build at the moment. Original: The message will say, if you are winning or loosing.
    MyChanges: In this version you only get a notification if someone build the same wonder, but NOT if you are winning or loosing.
  • Workable Mountains:
    Desc: Mountains can now be worked by cities once they have a yield. They don't start with one, but a small number of buildings can improve them. (For more info see workshop or CivFanatics)
  • Red Modpack + Just Ethnic Diversity (v 27):
    Desc: Better models for units.
  • MP Fix - Goody Hut Bonus (v 1):
    Desc: Replaces the goody hut promotion from shoshones by a one that does work in multiplayer. You get some gold and culture everytime your pathfinder collects a goody hut.
  • AI - Smart V3 (v 1):
    Desc: Features from the "Smart AI V3 mod" by Ninakoru. Since DLL v85 the previos AI Smart mod was removed from DLL.
  • NaturalWonderFirstFinderGold (v 0):
    Desc: No standalone mod at the moment, included in the Units - Prospectors mod. The NaturalWonderFirstFinderGold from Spain now depends on gamespeed. I set the value in database trait to 0 and it is done via lua only now. So it is of course not compatible to any mods that change the database value. And it is for spain only. (feel free to generate a standalone mod)
  • Global - No Science Overflow Exploit (v 1):
    Desc: Disables the science overflow exploit where you can get more science back than you gained from bulbing Great Scientists.
  • Global - Separate GP Counters (v 1):
    Desc: Gaining a Great Engineer does NOT increase the cost of Great Scientists or Merchants (and vice versa) in the same way that gaining a Great Prophet, General, Admiral et al doesn't.
  • Global - No Radaring Exploit (v 1):
    Desc: Disables the ability to use civilian units to find enemy units on non-visible tiles
  • Global - Great Work Research (v 3):
    Desc: Adds a Great Work slot for an Art or Artifact item to the University. The Great Work is used for research so produces Science instead of Culture.
  • Units - XP Times 100 (v 1):
    Desc: XP is no longer rounded down to 0, if it is less than one whole XP (e.g +30% more XP from Unlocker Promotion)
  • Diplomacy - By Numbers (v 1) (v 1):
    Desc: Displays the opinion weight in the tooltip when meeting a leader.
    AI - Great People Choices (v 1):
    Desc:Fixes the AI's inability to pick free Great Prophets, Merchants of Venice, Great Musicians and Great Writers.
  • Quests - Circumnavigate,Tourism Contest,National Wonder (v 2):
    Desc: New City State Quests.
  • Global - XP For Scouting (v 2):
    Desc: Scouts gain 1xp for every 6 tiles they first discover and 3xp for every natural wonder they first discover
    My Changes: 1xp for every 4 tiles. Deactivated moddatabase storage to prevent lagging every single step a recon unit makes. Downside is that you can loose up to 3/4XP (that was not credited yet) everytime you load a savegame. But I think this is okay.
  • Global - No Lost Greatworks (v 1):
    Desc: A Great Artist, Writer or Musician who does NOT create a Great Work (eg they are killed by capture or use their other power), can be reborn such that the Great Work is not lost.
  • AI - MP Diplomacy (v 1):
    Desc: Enables JdH's multi-player diplomacy features. Also affects single player diplomacy displays.
  • UI - Unit List Enhancements (v 12):
    Desc: Adds Experience and Hit Points columns to the Unit List
  • Global - Early Coop War Lock (v 1):
    Desc: The simple fix for this is to lock player A into war for at least X turns, if any co-op war agreements include A warring against C.
  • UI - Diary (v 21):
    Desc: Displays a summary of key events as a tooltip on the date and turn indicators in the top panel (so hover over the date to see diary).
  • Global - Capture Great People (v 1):
    Desc: Great People are either captured (GA/GW/GM), provide a boost to the capturing player (GE/GS/GM) or a bonus to the capturing unit (GG/GA)
  • UI - Notify Exit Resistance (v 1):
    Desc: When a captured city ends its resistance, a notification is shown
  • Units - Scout Upgrades (v1) I merged several Scout upgrade mods (whowards and JFDs) to my own version.
    Desc: It contains Upgrades from Scout to Explorer -> Adventurer -> Airship -> SkyFortress and does also contain the Ironclad.
    The Explorer has more movement and sight and is has boni when embarked: 50% defense, +1movement and +2sight.
    SkyFortress and now also the helicopter can fly over ocean. (automate pathfinding does not know this, so auto-explore does not work well)
    The new Scout upgrades also get XP if discovering a new tile/wonders first, the higher the upgrade, the higher the max XP.
Old Downloadlinks:
https://mega.nz/#!5k5wmDxT!qe_OjhIH5_XQ6dFIzuR_lLn7koknHgP3dagYA_yqRY8 (v19a removed active AI)
Click the blue Download button with the cloud sign at file-upload.
http://www.file-upload.net/download-11769956/MP_MODSPACK_Improved_Gameplay_multi_v19.zip.html (v19) (Changelog: http://forums.civfanatics.com/showthread.php?p=14357088#post14357088 )
http://www.file-upload.net/download-11351954/MP_MODSPACK_Improved_Gameplay_multi_v17.zip.html (Old v17) (Changelog: http://forums.civfanatics.com/showpost.php?p=14177628&postcount=90 )
http://www.file-upload.net/download-10696180/MP_MODSPACK_Improved_Gameplay_multi_v16.zip.html (Old v16)
 
Last edited:
@Alexej: thank you for kind words :)

@All:
If you only want to play with modpacks, but the game takes too long to load (from double click icon to the first menu), then you could try to make your game a "Lite version". After that the game will load ~ 3 times faster.
You can see how I did it here:
http://forums.civfanatics.com/showthread.php?p=14358586#post14358586

Of course you can't play without a MPMPM-modpack and you can't create new modpacks with this Lite-version. So keep your original files ;)
 
Love scout gaining xp for scouting and new diplomacy. V19 seems very polished and professional, no bugs discovered so far

EDIT : Missing txt entry for recapturing own great prophet was only minor bug I found so far :)
 
Hi, really enjoying the mod, everything is working smoothly in solo, but when trying to play with a friend (only 2 humans, some AI) things doesn't run that smooth.

We get a loading (resync ?) every turn or every 2-3 turns, we also both get a weird bug from time to time the UI goes mad starts blinking, some parts disapear some don't sometimes leading to a freeze or a crash, again, those things only happens in multiplayer. No other mods or modpacks installed, both running the same version, he doesn't have the game running in english though I doubt it's what causes those issues.

The resync/loading being the biggest issue, my friend apparently can't stand a 10sec loading every turn (while he makes me wait for him 2minutes every turns, but that's another issue eheh)

Any clue on how to solve this ? Btw both computer are real gaming-rigs and host running on a 10MB upload internet speed, so that's not the source of the issue either.

EDIT : We manage to isolate and reproduce the issue, it's directly linked to events supposed to happen at the end of a turn (units moving at the end of a turn but not using all their MPs, Archeologists etc..) In doubt the other player swithed his game in English to make sure, things were still happening, we manage to isolate that issue, don't know if it's a common one or not, couldn't find much about it, if it's actually something well known sorry to bother with that.
 
Love scout gaining xp for scouting and new diplomacy. V19 seems very polished and professional, no bugs discovered so far

EDIT : Missing txt entry for recapturing own great prophet was only minor bug I found so far :)

Thanks for reporting :)
I took a look into the text and lua files and I can't find any issue, it should work..


Could you tell me what text exactly was missing?
It was from the popup, right?
Was it the headline or the description? Or was it just the part from the description that says "Prophet" ?

And maybe you can test, if this also happens for other units? Or for first captureing (no recapture) an prophet? And can you reporduce the original bug in another game?
 
Hi, really enjoying the mod, everything is working smoothly in solo, but when trying to play with a friend (only 2 humans, some AI) things doesn't run that smooth.

We get a loading (resync ?) every turn or every 2-3 turns, we also both get a weird bug from time to time the UI goes mad starts blinking, some parts disapear some don't sometimes leading to a freeze or a crash, again, those things only happens in multiplayer. No other mods or modpacks installed, both running the same version, he doesn't have the game running in english though I doubt it's what causes those issues.

The resync/loading being the biggest issue, my friend apparently can't stand a 10sec loading every turn (while he makes me wait for him 2minutes every turns, but that's another issue eheh)

Any clue on how to solve this ? Btw both computer are real gaming-rigs and host running on a 10MB upload internet speed, so that's not the source of the issue either.

EDIT : We manage to isolate and reproduce the issue, it's directly linked to events supposed to happen at the end of a turn (units moving at the end of a turn but not using all their MPs, Archeologists etc..) In doubt the other player swithed his game in English to make sure, things were still happening, we manage to isolate that issue, don't know if it's a common one or not, couldn't find much about it, if it's actually something well known sorry to bother with that.

Thank you very much for reporting, this of course should not happen with a Multiplayer modpack!

@Alexej: did you also tried multiplayer? Did you faced the same issues?

The modpack supports english and german. If you play it in another language that should also work, despite that the mod contents will be english. so, no this is not the problem.

The problem is, that one of the new or updated mods, is causing a desync.
Now I have to find out which mod it is, and if I'm able to fix this.
If I'm not able to fix this, I have to remove this mod, because of course no one want to play with every second round a desync ;)

Please take a look at the changelog from v17 to v19, if there is a mod that you think might cause the trouble.
The game checks if the game is synchronus every end of the turn. So if in the turn anything happens that desyncs, the loading screen will appear after everyone hit "next turn".
So the best would be to tell me everything related to the mods from the chagelogs:
- at which turn the desync problem startet?
- what did you do in the round before the loading. Did you use any of the new mod features? Or did you build anything , like an great work in university, that is now desyncing game every 2 rounds?

Meanwhile you can try playing v17, since I had no desync report with that version.
And if this causes the same trouble, try v16, because v16 is the version I played myself in multiplayer very very often and I can say that there is a source of desync yes, but only very rare, or if you play shoshones.
 
Serp,

Thanks for making this modpack - been playing it over the vanilla BNW and loving the changes. Awesome work, and thank you so much.

I did take out your 150xp limit on barbarian experience, but that's just a personal preference. Along the same vein, I can appreciate the general weakening of ranged gunpowder units, but I wonder if a reversal of the offense/defense strength from arrow units wouldn't work better. Arrow units were stronger in offense than defense, but gunpowder units changed this around in world war 1 where you were nuts to assault a machine gun nest, but you couldn't really assault with one.

I have noticed some issues with v19. Nothing game breaking so far, and in fact this release has been noticeably more stable than prior ones.

Playing solo on epic pace, SC+ map:
Trades only hold up for what seem like a couple of turns. I'll exchange luxuries with an AI, and then a couple of turns (maybe one turn? maybe five? certainly not 90) later I'll see a trade request from the same AI for the same luxury. Trade routes seem to be fine.
Similarly, denouncements against me seem to last 75 turns, while my own denouncements against the AI seem to last 150 turns.
If I give workers a combination instruction, such as to build a mine on a hill with a forest, the works will ask for orders again after clearing the forest.
 
I did take out your 150xp limit on barbarian experience, but that's just a personal preference. Along the same vein, I can appreciate the general weakening of ranged gunpowder units, but I wonder if a reversal of the offense/defense strength from arrow units wouldn't work better. Arrow units were stronger in offense than defense, but gunpowder units changed this around in world war 1 where you were nuts to assault a machine gun nest, but you couldn't really assault with one.
Yes feel free to adjust it to your prefeerences :) . I thought the XP limit for barbarian might be still too high, since it is very easy, at least for range units, to farm barbarian XP at barbarian camps... But I think 150 is ok.
About your range thing... unfortunately my english is not good enought to understand completely what you mean... and I also don't know much about the offense/defense values...
Maybe you could post an example with values and how exactly you would change it?

I have noticed some issues with v19. Nothing game breaking so far, and in fact this release has been noticeably more stable than prior ones.
I'm happy that it is more stable overall, but I did not change anything about stability, so I'm sure the credits for this belonging to whoward and his DLL ;)


Trades only hold up for what seem like a couple of turns. I'll exchange luxuries with an AI, and then a couple of turns (maybe one turn? maybe five? certainly not 90) later I'll see a trade request from the same AI for the same luxury. Trade routes seem to be fine.
Since this mod is mostly DLL work, there is nothing I can do =/ I posted at whowards thread to find out if I should report this to him, or to JDH. Hopefully he has an answer.
If you want to help, you could try a game without the modpack, and enable whowards DLL and the "AI - MP Diplomacy" mod via mod menu and start a game in an advanced era, to find out if this is a modpack problem, or a problem with the Mod.

Similarly, denouncements against me seem to last 75 turns, while my own denouncements against the AI seem to last 150 turns.
Hmm.. was this also the case in previous versions of the modpack? And it was not in the base game? I never paid attention to this, so I have no clue, if this is intented, a bug or which mod might cause it.
If I give workers a combination instruction, such as to build a mine on a hill with a forest, the works will ask for orders again after clearing the forest.
[/QUOTE]
Yes, this is something I also noticed, I think also in previous modpack versions.
My first guess would be, that whowards DLL does this. Maybe while you test the trade stuff with only the two mods active, you can pay attention if this still happens?
 
Okay,
I was able to reproduce the desync problem and it is caused by the AI_MP_DIPLOMACY Mod (which is meant for multiplayer -.-)

I won't upload a new version, since you can deactivate this mod very easily:
Go to C:\Users\Serpens66\Desktop\Spiele\Sid Meier's Civilization V v279 - Lite\Assets\DLC\MP_MODSPACK_Improved_Gameplay_multi_v19\Override\Civ5Units.xml and and serach for:
AI_MP_DIPLOMACY
and set the value to 0. Now the mod is deactivated and alooot less desync.
 
Created an account just to say this, but that site you use for the download links has to be one of the scummiest file upload sites I've ever used. Five download buttons, none of which do anything but try to get you to download and run several .exe files (Viruses, no doubt), and clicking ANYWHERE on the page will open popups constantly.

Took me 20 minutes or so of popups, redirects and other nonsense to figure it out, but for anyone who has this problem in the future:
If you're using Ghostery or a similar ad blocker, it will block the real download button but leave the download ad buttons. Disable to download as normal.
 
Created an account just to say this, but that site you use for the download links has to be one of the scummiest file upload sites I've ever used. Five download buttons, none of which do anything but try to get you to download and run several .exe files (Viruses, no doubt), and clicking ANYWHERE on the page will open popups constantly.

Took me 20 minutes or so of popups, redirects and other nonsense to figure it out, but for anyone who has this problem in the future:
If you're using Ghostery or a similar ad blocker, it will block the real download button but leave the download ad buttons. Disable to download as normal.

sry for the trouble =/
I started using this site some years ago and have a free account there. I also upload other stuff there. I don't want to have hundred accounts at uploader websites...

Do you know a site that is much better and free account and does not delete my files?

But exactly for this reason of pop ups and so on, I already added to description:
Click the blue Download button with the cloud sign at file-upload.
This should work always... unless you use adblocker obviously.. =/
 
Do you know a site that is much better and free account and does not delete my files?

You could use

Dropbox
Google Drive
Skydrive


all of which offer some free accounts.
 
You could use

Dropbox
Google Drive
Skydrive


all of which offer some free accounts.

Thanks for suggestions.
Do you know something that is not a cloud service?
Just a website were all I need is a username and password. No email, no name, no need to download a programm.
Upload stuff and post link to stuff.
Just like it is possible with file-upload. But with less fake download buttons...
 
Is there a v19 download link? Only one I can find is a civfanatic link that says the requested page could not be found.

For uploading files, I like http://Mega.nz They do need an account which I think requires an email but I've had zero problems with them.
 
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