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  #1  
Old May 21st, 2007, 08:00 PM
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Default Re: Starting mod-nation MP games in text-only mode

I have good news and I have bad news.

The good news is that it is possible to run multiplayer games using mods such as added nation mods. The bad news is that it is not possible (as far as Ive been able to do) to do it by automated script or text mode. There is an --enablemod switch which will turn a mod on but the mod doesnt get checked in that mode until the game-creation stage.

From the tests that I have done I think you can probably use enablemod with the banners mod, the heroes mod, the balance mod, and various mods that turn off spells or equipment that people dont like. It seems to only be nations that are a problem.

The work around is an extensive setup by the game host. A combination of PbEM (the players send you their gods), hotseat game creation (you make the game and "join" as each player), and then shifting it to TCP/IP. Its the best we have come up with so far and seems to be working in the mega-game Perpetuality altho I wouldnt want to do that very often.

Check out this thread...
Single Age mod

edit: I should mention that it has been reported to Johan over in the beta-test group.
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  #2  
Old May 22nd, 2007, 05:45 AM

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Default Re: Starting mod-nation MP games in text-only mode

Oh, well it's good it's been reported to Johan at least. Did he make any response at all? I guess everyone has their pet issue which seems like *the* most important to fix - I think this will be mine!
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Old May 22nd, 2007, 11:59 AM
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Default Re: Starting mod-nation MP games in text-only mode

I got the impression that it was very much NOT an easy thing to fix. Basically, I wouldnt wait for it.

Id like to see the PbEM setup made abit easier. For a PbEM game it certainly has a difficult PbEM game setup.
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Old May 22nd, 2007, 01:51 PM

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Default 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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  #5  
Old May 22nd, 2007, 01:55 PM
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Default Re: Starting mod-nation MP games in text-only mode

Wow I really thought we had hacked every possible action.
Thats a fantastic discovery.

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Old May 22nd, 2007, 01:57 PM

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Default Re: Starting mod-nation MP games in text-only mode

Thanks! Just a lucky stumble.
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Old May 22nd, 2007, 01:58 PM

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Default 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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