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so, downloaded the mods (1GB ?!) and tested them. And yes, I can see what the problem is (in general), even though this strange Civ-V look is... weird
Anyway, there are no loading errors I can see in the log files. Furtheremore this is like pure GFX-stuff going on there... and I am more like 0% into the gfx part of modding Civ VI.
And finally: JNR is one of the most active modders around (as far as I can tell), so I would consider this mod anything but "orphaned".
So sorry, but I guess I won't be able to help here.
Thanks for taking a look at the problem, I'll try commenting about it on one of his more recent mods since he hasn't updated or responded to any comments on the mod in question in months.
JNR is active else where in the community and is busy making another mod currently so they won't respond to anything till it is done most likely
Not that I begrudge Captain Lime for it. Sometimes life just gets in the way. Anyways, here is the link.
https://steamcommunity.com/sharedfiles/filedetails/?id=2097550217
is this just the missing production bonus with Mada as Governor?
https://steamcommunity.com/sharedfiles/filedetails/?id=2423310185
so these desyncs only happen in online games, right ?
This annoying desync problem has been around for ages and it looks like this is not related to any (non-official) Mod. To me it looks like a general Civ VI problem, most likely showing up when acquiring and using lots of the computer's resources (CPU, GPU and RAM - bigger maps, more players, more or bigger mods etc.). So I don't think that the reason for the desyncs is caused by the Egypt Rework mod as desyncs occur on vanilla (RF, GS and NFP) games, too. We would need a Civ VI patch for this (IMHO) and we have been waiting for it for a few years...
If none of the many "solutions" mentioned in the discussion above (change fullscreen/borderless windows, change the hosting computer, disable CPU cores, use DX11 etc. etc.) helps you in your setting... well, I guess there's not much that can be done about it - unfortunately.
With only Egypt Rework mod activated => Desync
Without it, with lots of mods activated => No more desyncs.
I was told that the code is using a lot of "pair loops in the lua file, and that quickly invites desyncs in multiplayer", but I don't have anymore info.
But as the desyncs show up without any (non-official) mod enabled this still looks like a general Civ VI problem to me.
So, even if there was a patch that lowered this pressure on your computer so that you could play without desyncs with your set up and settings, this problem might still be existing on a set up with less resources (CPU, RAM etc.). I think this here shows the deeper underlying problem.
But we no longer have desyncs online when we disable that mod in particular :(
It's only when that mod is activated.
OK, let's take a look from another angle
In the discussion mentioned above there are 128 comments talking about the desync problem (and there are many many more out there in the web!). Do you think they all had the Egypt Rework mod installed and activated ?!
Well, obviously not, as the discussions started in October 2016 (!) and the mod has been released in March 2021, like 4.5 years later! So the desync problem has been around for ages and long before the mod has even been released. Like 120 of the 128 comments have been posted before the mod has been released!
If you take a look at comment #56 (linked above) by SashaVin it seems to be pretty clear (to me) that Civilization VI has some kind of problem with the management of the computer's resources. It still seems to be unclear what exactly triggers at which point this resource management to produce these desyncs, but it looks like this depends on your personal set up (computer hardware, running programmes etc.) and the game settings you are using. And finally: as soon as one of the systems in an online game is hitting this "bug", the whole game is desynced.
Which means: in your set up and settings (including all other computers in the game) everything might run fine without this mod, and as soon as this mod is enabled the resource management on one of the systems is producing a desync - for what exact reasons ever. On other systems and settings even a vanilla games might run into this bug, some systems and settings might be able to play the whole game with this and many other mods enabled without ever having a desync.
Either way: this is a Civilization VI problem that's been around for many many years (sad but true).
I know this s**** (been there before, too) and it can be frustrating. We had this problem a few times on a LAN party. Some games have been unplayable. Sometimes even the next game went through without a problem. Same computers and (no) mods. No idea why. Random/other map or AIs ?! Different computer hosting?! Who knows?!
But this is nothing that can be fixed or patched... well, Firaxis could of course
I am afraid that the only way to reduce these desyncs is to play around with your setup (computer, hardware and software/OS) and in-game settings. Very time consuming and probably no fun at all.
But if none of all the suggestions in the discussion mentioned above did the trick yet... uh... well...
But that's something Civ should take care of in the first place, too (IMHO).
Anyway, I don't see how to "disable" functions in or completely "de-load" lua scripts from other mods - and I would be more than glad to know how to do it... if someone knows!
So this could only be fixed or patched in the original mod (again: as far as I know and understand).