Re: PBW now supporting SE5.
Hey wait! *smacks head* I so stoopid. When you load a saved game it doesn't even take you to the screen where you select a version. I kept thinking it did, but you only see the version select screen when you create a new game. So probably I was correct when I said the savegame contains a pointer of some kind to the mod folder. So the mods would have to be on the server, but we mayhaps wouldn't need command line options.
Though this has the potential to be way ugly. It would mean that the mod folder would have to be named the same on the PBW server as it is on everyone's pc's. With SE4 I could call the mod folder whatever I wanted and just point to the correct folder with the command line option.
And as you say Ed new versions of mods would need different folder names or all games using the mod would have to upgrade at the same time. Yuck!
You know the built in mod selector for SE5 seemed like a great feature at first, but I'm thinking now maybe not so much. By locking it into the game itself, it kind of limits our flexibility in this area.
Here's a question. What happens if you try to run the host turn for a mod savegame and don't have the mod folders on the host machine. Will the game run at all?
Geoschmo
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