View Full Version : SEIV Autohost and dead human players
mikeydz
March 1st, 2007, 11:24 PM
Playing in a 4 human player game with AIs using autohost. Player 3 bit the dust (What a loser...) so now only player 1,2, and 4 remains. Unfortunately, Autohost does not seem to recognize that player 3 is dead, and is still waiting for him to upload his turn. How do I get autohost to recognize that player 3 is no more. Setting it to 3 players doesn't work. And I don't see anyway to remove the dead player under the SEIV host mode.
Fyron
March 1st, 2007, 11:43 PM
Autohost?
mikeydz
March 2nd, 2007, 12:27 AM
It's Suicide Junkie's program to automate hosting funcions, mostly for LAN play, but I'm using in on my private server instead of using PBW.
Suicide Junkie
March 2nd, 2007, 09:53 AM
Ah, that's a good thing to add.
For now, just make a dummy plr, and I'll update the code after work tonight.
capnq
March 2nd, 2007, 10:14 AM
On PBW the host can switch a dead player empire to AI control; you should be able to do that manually. (I assume PBW just uses the manual controls.)
Fyron
March 2nd, 2007, 06:29 PM
I would imagine that PBW just changes how many empire files it checks for when it does the "last player upload" type processing checks. You don't need special switches to make SE4 process a turn with AI control for missing or dead empires.
Suicide Junkie
March 2nd, 2007, 10:27 PM
http://imagemodserver.mine.nu/other/MM/SE4/Tools/rar/SE4autohost2B.rar
There you go!
I've added a row of checkboxes to mark players as dead.
Also, a spiffy master computer icon instead of the boring window icon.
mikeydz
March 2nd, 2007, 11:44 PM
Awesome! Works like a champ... Thanks a bunch.
Dethgod74
March 9th, 2007, 03:01 PM
Mr. Junkie???
I'm a friend of Mikeydz's (althought I will NOT swear to that fact in court...) and am hosting a game on my webserver using Autohost as well.
Since I strive to keep my webserver up as much as possible, the unforeseen power outage that lasts longer than 10 minutes (the duration of my UPS) is there any way possible that you could add to autohost to accept command line entry from a batch file OR, have autohost 'remember' the last set of 'variables,' (savegame path, exe location, number of players and master password?
Also, how would someone go about hosting more than one game on the same server using your autohost program?
Thanks for taking the time to read my post.
Regards all,
Rob, aka dethgod74
Disclaimer: I am not now, nor will be in the future, be responsible for the longevity of one Mikeydz in our current SE 4 games...
Suicide Junkie
March 9th, 2007, 08:19 PM
If the games are using the same mod, there is no problem; just launch multiple instances of the autohost.
I suppose you could set up a batch file to copy a path.txt and then pass all of the parameters along to SE4 if you wanted to use multiple mods.
Note that the autohost was never intended to be hosting multiple games... concurrency issues are not handled at all. To be perfectly safe, you could have a separate, stripped down copy of se4 for each mod. (A playable SE4 can be fit on a 128meg usb key, and you can eliminate more graphics than that)
But for small numbers of games, it is probably a non-issue.
I will arrange some command line inputs to the autohost. Remembering the last set wouldn't work for you, if you were going to use multiple copies.
Suicide Junkie
March 9th, 2007, 09:10 PM
And, done.
http://imagemodserver.mine.nu/other/MM/SE4/Tools/rar/SE4autohost2C.rar
Throw a question mark at it, and it will pop a message box detailing the parameters.
-seiv:<path to exe>
-nump:<#players>
-mpwd:<Master password>
-save:<savegame name>
-auto:
Note: Trailing spaces are trimmed. Avoid master PWs with spaces http://forum.shrapnelgames.com/images/smilies/wink.gif
Auto must come last if you want it to stick. Any change to the four text fields will automatically pause the autohost for safety, and the parameters are processed in order.
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.