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View Full Version : Compatibility issues - mods, demo and 2.06...


Kristoffer O
January 17th, 2004, 06:49 PM
The demo is still 2.02 and it's not compatible with 2.06.

If you participate in a MP game mods will be automatically (un)loaded when you play your turn. The mods the host used during game creation will be used by all players.

Activating conflicting mods will have strange and twisted results. Don't do that in a MP game.

PDF
January 18th, 2004, 02:18 AM
Well now that's the moddable 2.06 is out I wonder some things about compatibility issues :

Is the demo "compatible" with 2.06 email or IP games ? If not new players trying the demo won't be able to join games, it's sad...

Mods : several mods can be activated simultaneously : what happens in a MP game ? Are only mods on the server "really" active ? Can I activate mods and still play MP "vanilla" games ?

And what if I happen to activate simultaneously conflicting mods, say Cherry AND Alex's scales, or 2 mods each changing Ulm to another nation ?
(new units can "stack", but not nation flag or name...)

Enough for now, headache is coming http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

PDF
January 19th, 2004, 12:18 PM
Wouldn't it be a good idea to upgrade the demo so it is 2.06 compatible ? Shrapnel just announced a second print run, so ... http://forum.shrapnelgames.com/images/icons/icon12.gif

Mod compatibility can soon be a real problem, already I'm wondering what unit id to use in my mod so it doesn't conflict with others ..
Dom2 approach to modding (I would call it "delta modding", just adding/changing parts of the vanilla game, as opposed to "standard modding" that overwrites the game files) is so easy to use that I don't doubt there'll soon be a large set of mods ! http://forum.shrapnelgames.com/images/icons/icon7.gif

At least we should know how the engine integrates the mod files (from Last-enabled to first ?), but best would be a sort of "mod testing" proggy that would report conflicts (ie duplicated unit id, nations modded more than once etc..).

General Tacticus
January 19th, 2004, 12:53 PM
Originally posted by PDF:

Mod compatibility can soon be a real problem, already I'm wondering what unit id to use in my mod so it doesn't conflict with others ..
<font size="2" face="sans-serif, arial, verdana">I already managed to get the game to crash that way. I was trying a scale mod, then decided to dowload a few other mods and unzip them. I closed the game (without cancelling the scale mod), unzipped everything I had downloaded... and when I launched again the game crashed as soon as I accessed Create God, or Create Game, or Play Game, or Preferences...
I had to clean my mods folder before I could play. I think I overwrote some of the files of the mod in use with some of the new ones, or something like that... Whatever it was, Dom2 didn't like it, and wasn't able to cancel the "offending" mod...