Re: Monster SCENARIO Project
There are some things the game reloads during each bootup and some it doesnt.
The map for instance is not used except for the initial creation of the game, and then only by the host. In direct connect games (like mine) the user receives a map graphic and never needs to see the .map at all.
On the other hand, a mod is loaded everytime the game brings up a game using that mod. So it can do some changes. So the "commands" is just restarting the game with the changed (but named the same) mod in place.
I have only gotten as far as testing the use of units that the users copy of Dom3 already "knows". If I grant abyssia infantry and caelums mages to a nation then Dom3 knows how to show the battles to the user.
Im guessing that if I make up a unit then the users copy must list the new ID numbers and some basic info on how to display it. Graphics can be a problem. If the player already has the graphics then its ok. In other words you could probably change units with #copyspr but referring to a self-made image would mean it has to be included in the copy that each user gets. Im afraid I havent tested host-only mid-game changes yet either. This is all based on "bugs" reported by others that differences in the mod versions caused strnge things to happen if the mod doesnt have a #ver to tell the game that the version has changed. Im trying to turn a bug into a feature before Johan fixes it.
But, at least it SHOULD work (or at least have the best bet) if you want to create the the entire unit in the users mod. If unit 3456 is fully defined and graphiced, and unit 3457 is also, then the users copy will know them both. If 3457 is all the nation can recruit at the beginning of the game, and later the recruit list removes it but puts in 3457, then thats something only the host is really caring about on an AI nation.
Properly tested (which Im not good at) it would start with everything in the users mod and then gradually see how much of it can be changed at the hosts end. Even better to find out which items can be deleted entirely from the users mod without affecting battle replays and what happens when you take the AIs castle (most of my tests crash at the taking of the castle)
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Last edited by Gandalf Parker; December 31st, 2008 at 05:21 PM..
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