Quote:
Originally Posted by Sombre
You wait a turn for all the mod spells to come back, then redo scripts. It only effects people who are using mod spells and only for 1 turn.
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Yes, that's what was missing from what you wrote before. There can't be an in-situ update, you will have to host for one turn without using mod nation spells. That's hardly ideal in a game that has progressed and where you need those spells, and it might be unnecessary if the game would do things differently.
Quote:
Originally Posted by Sombre
No big deal. Any workarounds or fixes probably cause more issues than simply having a screwy turn.
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My workaround, in the end, didn't cause any issues, it just overwrote those new spells that were only national spells for a nation not present in the game, i.e. unused spells. It's still trouble to find out about this and to come up with the workaround.
"No big deal", well, that's subjective. The limitations on modding with limited slots for nations, units, spells, items, sprites etc. are no big deal either, you just have to accept them.

If the game wouldn't hard code the spell books in the turn files, but use the spell books like they become active during hosting, then everybody could prepare their turns with patched versions and the host could use those without any trouble, too. Verification if mages can actually cast those spells would work like usual. How it's done now seems unnecessary to me. But there's probably a problem in general since the game accepts turn files from both, patched and unpatched versions of the game, with differing ID numbers for the "same" spell.
