Sid Meier's Civilization V

Sid Meier's Civilization V

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quesAda Apr 29, 2013 @ 8:31pm
Multiplayer match with mods
Anyone can answer me if its possible to host a multiplayer match with mods activated? if its possible, how can i do this? help me, please!

Sorry for my bad english
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Showing 1-15 of 24 comments
Vivetti Apr 30, 2013 @ 11:31am 
Originally posted by good guy alex:
Anyone can answer me if its possible to host a multiplayer match with mods activated? if its possible, how can i do this? help me, please!

Sorry for my bad english

Well what i know, you must dowload "Custom Advanced Setup Screen" mod, but it will work only in HotSeat, not in internet (so you can play with mods with you're friend at same computer, but not in internet).

If you find some way to play with mods in internet multiplayer, tell me, please! :)
And sorry for my bad english.

Here is some links, i don't know is there any help full but i hope so! :)
Dragoon_103 Jul 18, 2013 @ 12:41am 
After doing a little bit of research into this games way of handling multiplayer and mods, I have found out that it is indeed possible to allow mods in a multiplayer game. I have so for but together some works from other people that have attempted to do this same thing but with older versions of civ 5.

So far due to me haveing little experience with coding and how code works in games and thing of this sort, I have found out a way that could be possible if someone where to properly mod it in. The thing that you would need to do is figure out a way to make the game NOT remove mods when it gets into a LAN host room. Or in other words, remove the check in the multiplayer server lua code that if it detects that the game is alterd that it loads up vanilla settings.

I was able to get to the point where I was able to choose settings with mods and when I was attempting this I was using the revolution mod to easily test it and I had all the configuration options as choices to turn on just like in the single player mode. Like I said before when you get into the final lobby section it checks the game to make sure it is vannilla and if it is not it refrshes the game or something on that level.

In short, find a way to remove that check when you go into the lobby/join session screen then I am pretty sure, you could play with mods,.

Btw I'm a little bit of a scatterbrained and I can't spit out my thought properly. I haveno idea what is wrong ith me...
moppersmurf Jul 25, 2013 @ 1:12am 
Originally posted by ドラグーン Dragoon:
In short, find a way to remove that check when you go into the lobby/join session screen then I am pretty sure, you could play with mods,.

I am afraid this is not possible. If you could remove that check, it still would not work.
Yes, the game would load with the mod running, but the server part of the game does not load any mods. So it would just crash because it is incompatible. The only way to get mods working in multiplayer is when it will be supported.
Dragoon_103 Jul 25, 2013 @ 12:32pm 
well i guess that is true but how about changing the way the mod loads so they load like dlcs. like convertthem into the same file load format, with is possible but you would have to do it manually and understand the differnce between the mod file load way and the dlc file load way. but i was looking at it seems that the ways both dlcs and mods are loaded and the files are accesed are very similar. so maby if you change the the mod load and at it into one of the dlcs and get it working properly, that might just work for the multiplayer part, or even if it does not due to the server incompatability, then atleast it would allow you to load mods faster and play them.
Dragoon_103 Jul 25, 2013 @ 4:34pm 
after doing some more research into the matter of how dlc load their files, i think that this could be actually a way to use mods on multiplayer. i found out that you wont need to convert the mod into dlc format all you need to do is alter the dlc files or .civ5pak that is in the dlcs and add in the mods files into it, so far i do not know how to do this or how it all works for adding things, but useing the gods and kings expansion as a template i am slowly getting there on figuring this out. no guarntees that it would work at all thouhg, cause some things could probleby be hard coded into the game, and like the post above me said, the server would not be able to under stand it.

also one other thing, in the past poeple were able to get mods to work on lan, like game changing mods, but that way does not work anymore due to the game checking the files and reloading them on a game creation so that way could still be possible and i dont belive the server would have a problem with it because in the past it did not. (unless they changed thing whitch they most likely have)
Noah Witt Jul 31, 2013 @ 3:48pm 
why not just make a utility to convert a mod in to a DLC if the game does some check to make sure that it is authentic from firaxis why not just change it so that it does not check that!
Dragoon_103 Aug 1, 2013 @ 3:11pm 
i would do that if i could but i have noway near the experance and knoledge to do that kind of thing. but i am also thinking that they will soon have multiplayer mod support, due to it clearly have a whole bunch of multiplayer codeing that involves enabling mods and the likes, so i not sure if it would be a good idea to put alot of efort into getting that to work myself when in a month or so that the creators would patch it in them selfs.
Noah Witt Aug 1, 2013 @ 5:45pm 
could a moder make a custom DLC or does the game stop that.
Dragoon_103 Aug 2, 2013 @ 11:12am 
i belive that it is possible for almost anyone to make a custom dlc due to the game not being hard coded for how many dlcs there are, i even copied and renamed the G&K Expansion to Mods and stuff pack and it was also in the lists of dlcs that i could enable, it was also did not overwright the old G&K dlc but it pasically had the same things just a new modded leader in it.

its easy for modders or just normal people to convert leaders into dlc format but i think its much harder to convert mods like, cultual diffusion and Amer-Asian Resouces. but right now i dont belve that would it would be an effective use of peoples time due to what i was talking about in my last post, and also it might not even be possible due to some little underlying things.
Noah Witt Aug 2, 2013 @ 11:32am 
could someone learn how to do it with the normal SDK or would you have to make your own? if you can why not just start making "DLCS" that just add stuff. Maybe you could even make a dlc that loads the games mods thru the dlc so that you can play normal mods using the dlc.
Dragoon_103 Aug 2, 2013 @ 4:16pm 
the problem with that is it would have no workshop support and every person would have to install the mod manually, and also the thing with loading the mods though the dlc is exactly the way to do it but the way mods and dlc are loaded up are fairly similar but completly differnt file structere, as in things are placed differnetly in them. if a person could understand how the dlc fileload system works as well as how the mods fileload system works, witch modders know about how mods load, they could actually fairly easly convert a mod into the same load format as a dlc. sorry if you cant understand half the things im trying to say but i really am a scatter brain
Noah Witt Aug 2, 2013 @ 4:37pm 
I get what you are saying. It would just require someone to understand both mods and dlc. FIRAXIS JUST MAKE THIS I WOULD BUY IT FOR $10!!!!
Sagara Sousuke Aug 4, 2013 @ 4:41pm 
So, it seems that is a multiplayer engine problem with the game...
ColdMagma Sep 21, 2013 @ 1:49pm 
I could be able to do that, but to think the what I would have to do is too overwhelming, I don't believe anyone would try to make a mod for that. Trust me, it would be extremely hard.

Noah Witt Sep 22, 2013 @ 3:19pm 
Yes i know. Does any one even know how to make DLCS who don't work at firaxis. any who i think that if someone did this they would be a hero in the civ 5 community.
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Date Posted: Apr 29, 2013 @ 8:31pm
Posts: 24