![]() |
Hosting on Linux - Nation IDs and cl arguments
I am a brand new linux admin with a brand new linux server that I'm trying to use to host a game for some friends. I have a couple of questions.
First of all, it seems like the set of command line parameters you might pass to the game the first time you run it are different from the arguments you need to pass when restarting a process for a game already in progress. For example, I am trying to start a new game using the following script (based heavily on Gandalf's work) Code:
#!/bin/sh Next question. If I simulate disaster by rebooting the server, when this script runs on startup it usually fails to restart the game, producing an error message about a bad computer opponent. It seems that on the second start it re-rolled all the random numbers (which you might expect since that's what it was told to do). This seems to imply that you do not need all the initial parameters to restart a game than you do to initialize a game. Does anyone know what parameters you need and which ones you don't? Any help is appreciated. Thanks, Akela |
Re: Hosting on Linux - Nation IDs and cl arguments
Quote:
Code:
--normai X Nation ai controlled X=nation number (0-94) Quote:
Quote:
Quote:
Akela |
Re: Hosting on Linux - Nation IDs and cl arguments
There are 95 (0-94) available nation slots. About 70 of them are being used by the game already, the others can be used by mod nations. The slots that the game uses so far are:
Code:
0 EA Arcoscephale |
Re: Hosting on Linux - Nation IDs and cl arguments
Hi, I run the Dom3Minions.com server (debian linux).
The impai does checks to insure that the AIs are acceptable. So 23, 24, 25, nations not in the era of the game, and mod-point nation numbers with no mod adding them to that era, would all error. But a change to the dom3 code blew this up for me also. Even that amount of use I couldnt get to work right. I had to switch to: generating or copying a .map file generating the AIs appending them to the .map file as #computerplayer commands The code I use painstakingly chooses nations applicable to the era of the game (avoiding 23, 24, and 25) but you will find that with the #computerplayer does allow you to add any nation number. Even 23, 24, 25 (indepts and special monsters) and the mod nation numbers. The mod nation numbers create a very limited opponent when played without a mod but it can be fun to toss into large maps as kindof a treasure for players to go after. You might want to look into using map commands to also set the AIs gods, scales, and castle defenders. Particularly for 23, 24, 25, and 72 thru 94 Gandalf Parker -- per peer-pressure preoccupation My maps, mods, and mullings can be found at http://www.Dom3Minions.com |
All times are GMT -4. The time now is 05:24 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.