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-   -   Playing a mod nation in multiplayer? (http://forum.shrapnelgames.com/showthread.php?t=39704)

paparapapa July 16th, 2008 06:11 PM

Playing a mod nation in multiplayer?
 
I'm trying to host a multiplayer game using a mod nation I created. How do I get the mod nation into it? I've tried pasting a .2h file from a regular game into the multi game host folder but it doesn't pop up in the "Waiting for Participants" screen.

Aezeal July 16th, 2008 06:39 PM

Re: Playing a mod nation in multiplayer?
 
never tried this... you can't just load the mod and then select the nation cus that would seem the way it is supposed to work, not any different than usual.

Sombre July 16th, 2008 06:59 PM

Re: Playing a mod nation in multiplayer?
 
The host has to be running the mod and so does the client. Apart from that there isn't much that can go wrong as far as I know. It's just the standard procedure, but with the mod enabled - send pretender for pbem, create pretender and join for server games.

Gandalf Parker July 16th, 2008 07:27 PM

Re: Playing a mod nation in multiplayer?
 
Its fairly difficult.
The server does not "see" mods at the player-joining stage the way it does when running a local game. One of the many differences between how things work locally vs network.

When I setup the first mega-game (every nation in the game, all 3 eras, playing at one time) the only way I could come up with was to have everyone provide their gods, then create the game locally on my machine joining as each nation. Once it created the first turn files I could trasnfer everything to running in server mode from them on.

paparapapa July 16th, 2008 09:21 PM

Re: Playing a mod nation in multiplayer?
 
Quote:

Gandalf Parker said:
Its fairly difficult.
The server does not "see" mods at the player-joining stage the way it does when running a local game. One of the many differences between how things work locally vs network.

When I setup the first mega-game (every nation in the game, all 3 eras, playing at one time) the only way I could come up with was to have everyone provide their gods, then create the game locally on my machine joining as each nation. Once it created the first turn files I could trasnfer everything to running in server mode from them on.

This looks like what I'm going to have to do.

Okay, so I have everyone's pretender file; now what?

Sombre July 16th, 2008 09:24 PM

Re: Playing a mod nation in multiplayer?
 
That doesn't seem to gel with what lch has described re: server based (non pbem) mod nation games. Maybe I misunderstood though.

paparapapa July 16th, 2008 09:35 PM

Re: Playing a mod nation in multiplayer?
 
Actually never mind, I figured out how to do it Gandalf's way. Thanks for pointing me in the right direction! http://forum.shrapnelgames.com/images/smilies/happy.gif

llamabeast July 17th, 2008 07:42 AM

Re: Playing a mod nation in multiplayer?
 
The easier thing to do is to create the game in the same way as a normal multiplayer game, but before you do so click "Create a new game" and then cancel back out of it. Doing that loads the mods into memory so it will look for the pretenders in multiplayer mode.

Incidentally there's no way of doing the equivalent thing in text-only mode which makes automated starting of games with mod nations impossible, something I am desperately hoping will one day be fixed. At the moment it's a major limitation on the LlamaServer.

Wrana July 18th, 2008 11:51 AM

Re: Playing a mod nation in multiplayer?
 
A humble suggestion - maybe this should go to FAQ or "Did you know" thread?


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