Backward compatibility of MP Eras

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White_Drag0n
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Backward compatibility of MP Eras

Post by White_Drag0n »

Title. Is it possible to code a MP Era in such a way, that if host uses a different version than the rest of participants, the game is loaded on his version for all players? I know that something like this is used in EoHS, and wonder is there's any quick way of doing it for simpler eras. Perhaps some WML Wizards from this site might give a helping hand? Or is it more a lua thing to do? :hmm:
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Ravana
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Re: Backward compatibility of MP Eras

Post by Ravana »

EoHS is designed to work no matter if participants even have it loaded, which is why it is not affected by them having different version. Also, EoHS is not really era, that name is just remaining from era of no modifications.
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Sapient
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Re: Backward compatibility of MP Eras

Post by Sapient »

It's possible to embed Unit Type WML into the Scenario WML (perhaps inside a [set_variables]), using macros, however this would obviously increase the size of Scenario WML.

This variable could then be used to overwrite things like attacks, moves, defenses.

However some things would be difficult to do correctly, such as playing nicely with other modifications in the scenario.

Other things would be impossible, like introducing new unit types.
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
gfgtdf
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Re: Backward compatibility of MP Eras

Post by gfgtdf »

In wesnoth 1.13 the game engine can autoamtically downaload the latest version of an addon from the server if it detects that your addon version is incmpatible with the addon version of the host. So if you want to start writing an mp era now it might be uneeseary to think too much about this.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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