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  #1  
Old June 17th, 2008, 01:30 AM
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Default Re: Server Wishlist (command line options)

Usually topics that get fairly frequent responses dont need stickies. Its the important ones that get lost from lack of use.

This thread is mostly for the devs. One sticky for each portion of development. Maps, Mods, Server, Bugs. I suppose since no one else uses it I could just move it to the Dom3 forum for the beta testers.
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Old July 3rd, 2008, 01:25 PM
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Default Re: Server Wishlist (command line options)

Apparently something never got into this file altho it has been discussed in beta group.

--cheatdetect off

This would greatly increase the options of a server in order to offer more scenario type games that were server created.

edited: --nocheatdet has been added
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Old July 3rd, 2008, 01:50 PM
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Default Re: Server Wishlist (command line options)

I would still like to have --enablemod fixed up some altho if its a big project and some of the others are little ones then I can understand.

edited: fixed in patch
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Old July 9th, 2008, 06:54 PM
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Default Re: Server Wishlist (command line options)

Quote:
Gandalf Parker said:
I would still like to have --enablemod fixed up some altho if its a big project and some of the others are little ones then I can understand.
What do you mean by that? That mods should be loaded during / before game creation from command line?
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Old July 9th, 2008, 09:29 PM
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Default Re: Server Wishlist (command line options)

The timing that they kick in makes some server uses difficult. Such as offering modded nations, or the all-in-one games. The difference in sequence that things are done between desktop games and server games can be confusing. For command switches, mods, and maps.
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Old July 16th, 2008, 10:20 AM
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Default Re: Server Wishlist (command line options)

A bleed-over from a request in the mappers wishlist.

Since its a hosting thing, and the extensive time it would add to hosting could be a factor, maybe we could have a hosting switch rather than a game command that would curb the creation of castles. Something like

--enfcastles <#> enforce castle limits.

Possibly the overhead on this is already licked. The program might have already done all the figuring for "is this too close to another castle" for the AIs and can use the data for general enforcement. If so then the <#> can be dropped to save overhead. But it might be nice to be able to set a game for enforced no castles next to castles, or no castles within one province of another castle, or even no castles within 10 provs of castles just to avoid late-game clutter and the drag it causes to final-win.
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