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Re: Gem Producing Items
Many games allow the downloading of maps/mods from the host computer. This would be a more elegant solution to that problem.
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Re: Gem Producing Items
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Or take a look at the advanced options for the creation of new games within AgeofWonders:ShadowMagic. Here the host can decide many options for how the game will be played. BOTH of these done without any MODS. |
Re: Gem Producing Items
I don't own Heroes III or AoW:SM.
What you ask, and much more, can be done with mods. Automating the process of downloading and enabling the mod would make using mods in multiplayer games much easier. Also, adding mod auto-managment would theoretically fix all spell and item cost and unit issues, and wouldn't need more and more things to be added to the game setup. Mod automatization would enable us to do more, with less work on Illwinter's side. edited to be more understandable |
Re: Gem Producing Items
Endoperez:
Yes, I suppose it would, but it is (or should be) actually easier to hard code the enable/disable and increase/decrease flags into the spell/item objects and do a simple interface (checkbox)where you set those flags to the appropriate values than to code a procedure that first runs a checklist of mods and the properties of each mod, then contacts a server or otehr client, downloads stuff and puts it in some folder (possibly overwriting something if different versions of same mod have same names and no internal versioning), then checks that and discards if the check comes up with some shortage, at which point the whole ridiculous thing has to run through again. Do you understand the concepts of design? Any design in general, not just software design? If you need something done and you can do it two different ways to achieve the exact same effect, the simpler implementation is always better, because it requires less resources and is less error prone and less likely to break other things. Never mind being less work to do. In this case, your idea of doing it via a mod download system has the following drawbacks:
Edi |
Re: Gem Producing Items
No, I do not understand the concepts of design. Atleast, I have not studied it, I have next to no experience in designing and lots of experience in not following my own designs. I just suggest what I think is the best possible solution to the problem, and then wait to see if Illwinter reacts.
The routines/agents/whatever problems are valid, and these mean lots more work for Illwinter, some more work for host and little time connected to the internet for those wanting to play a game using system. I don't know if the idea is good enough to be added, but it surely is good enough to be suggested. P.S. I couldn't get list to work on preview, but it shows right after posting. Is this normal? |
Re: Gem Producing Items
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However, for PBEM you can't really enforce mod downloading. But it would be helpful to have a check that the .2h files you are using were built using the same set of mods. |
Re: Gem Producing Items
Whew, no time with computer for two days. School. http://forum.shrapnelgames.com/images/smilies/frown.gif
But now, to business: What about a confirmation box "You need to enable mod XYZ. Do you want to enable it? [YES] [NO]", and if [YES] is clicked but the mod is not found or it is different version than the host's, new box appears. "You don't have version 1.23 of the mod XYZ, do you want to download it from the host? [YES] [NO]". Of course, host could disable the option of downloading that mod. |
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