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May 22nd, 2007, 01:51 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Starting mod-nation MP games in text-only mode
Aha, now Gandalf, I think I have an improved method for you (having just read the above linked post)!
You don't need to manually join the game with each pretender (that must have been a nightmare!). Instead:
- Put all the pretenders in the game directory.
- Having enabled the appropriate mods, click "Create a New Game", then immediately cancel. This seems to make Dominions read the mods. This was a lucky discovery!
- Start a network game as usual, obviously using the correct game name. The mod nations will be listed and the appropriate pretenders will already be joined!
So, I would imagine that it would not be that hard for Johan to fix (although of course I know nothing about how the code works) - all that needs to be added is that when hosting a new game the game first automatically does whatever it does when you click "Create a new game" and then immediately cancel. It's very frustrating that this just can't _quite_ be done in text-only mode.
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May 22nd, 2007, 01:55 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Thanked 479 Times in 326 Posts
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Re: Starting mod-nation MP games in text-only mode
Wow I really thought we had hacked every possible action.
Thats a fantastic discovery.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 22nd, 2007, 01:57 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Starting mod-nation MP games in text-only mode
Thanks!  Just a lucky stumble.
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May 22nd, 2007, 01:58 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Starting mod-nation MP games in text-only mode
Do you reckon you could pass the info on to Johan, Gandalf, in case it makes the issue easier to resolve? It would be so great if we could fully automate creating games with mod nations.
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May 22nd, 2007, 01:58 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Starting mod-nation MP games in text-only mode
I wonder if something like that could be duplicated in a script by starting the game in a form which will bomb (Ive sure found my share of those), and then starting the game again. Worth testing.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 22nd, 2007, 02:01 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Starting mod-nation MP games in text-only mode
My feeling is that the answer is No, because in the GUI, once you've clicked 'Create a New Game', it will only work for that session. If you quit the game and start again then you're back where you started. On the other hand it's always worth playing around with, and if you could work out a way round it it'd be brilliant.
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