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Author Topic: multiplayer GC  (Read 1977 times)

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February 29, 2012, 06:20:48 PM

Offline Lucinator

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multiplayer GC
« on: February 29, 2012, 06:20:48 PM »
Me and my friend often play GC against each other with other mods, how hard would it be to implement GC maps for multiplayer in 2.0?

February 29, 2012, 06:37:42 PMReply #1

Offline Corey

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Re: multiplayer GC
« Reply #1 on: February 29, 2012, 06:37:42 PM »
Multiplayer GCs can't have story scripts, so we wouldn't be able to do anything but Era 1, or *maybe* Era 2 depending on whether that makes the build bar overflow. However, none of us can test anything in multiplayer with each other, and last time where we tried it and gave it to other people to test, they said it crashed and I had no idea why.
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February 29, 2012, 06:47:41 PMReply #2

Offline Lucinator

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Re: multiplayer GC
« Reply #2 on: February 29, 2012, 06:47:41 PM »
could you code in tech advancement through research like vanilla as a workaround or would that be too much trouble.

February 29, 2012, 07:01:39 PMReply #3

Offline Corey

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Re: multiplayer GC
« Reply #3 on: February 29, 2012, 07:01:39 PM »
The vanilla version of tech advancement doesn't allow you to remove heroes or ships, it just unlocks things as you increase in tech level. That's already how we have that part working in the mod anyways, it's just it doesn't work for the rest of it. You'd end up with a build bar that's completely overflowing and 20 heroes at a time.

There's a 1% possibility that the story scripting tags do work in multiplayer and Petroglyph didn't use them for some other reason, but like I said, we can't test it, so we have no way of knowing.
« Last Edit: February 29, 2012, 07:03:24 PM by Corey »
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