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Old July 6th, 2007, 10:10 PM
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Default Re: Perpetuality - The 62 Player MegaGame

Quote:
Gandalf Parker said:
Mods arent checked until the game is created (fatherland file) so modded nations do not show up in a network game as a choice. So those games can only be created manually as a local game.
Ah, now I see why I wasn't able to start my game remotely, it just wasn't possible. Let me add to this: If I remember right, I was able to upload the gods for the mod nations remotely, just hitting on the "start game" button didn't have any effect. Maybe that had to do with them being nations that were not present in vanilla yet?

Quote:
Gandalf Parker said:
Thats a hassle but for a game like this one it gets crazy. It means running 3 seperate network connections for uploading gods (early, mid, late era) and then creating a local game where the host sits and logs in as each player to locally upload the god.
Uhm, no. There is a far easier way: Create a local game (not networked one) like you want to host, and upload the gods manually during pretender creation. Then after the initial turn is generated, stop the game and use the files to host the game over the network. This is what I used for my game. Edit: Oops, now that I read through it again I think that's exactly what you're describing. Since pretenders can be overwritten while the host is looking for players I prefer to collect the pretender files via email, anyway.
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