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How do i make my mod compatible with online version?


crazy_Baboon
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Hi,

I am learning how to make modes and made a simple "learn_modding" that changes the default trade values.

It runs fine in single player, but when i go online it stops me from using it:

A.png.37db200753ae95218785c5a7ca15f14d.png

Why won't 0ad let me use the mod online?

How do i get it to work?

 

Cheers

 

 

 

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Every player in this game compute the game state. If you have mods that change the gameplay, you might compute a different hash and go out of sync. This dialogue box is there to warn you about that. Autociv and fgod use a workaround to bypass this limitation.

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13 minutes ago, crazy_Baboon said:

does anyone know which hash is calculated when running the mod?

It's not the mod zip hash that is calculated :) Sorry for the misunderstanding. The game works in turns, each turn as a hash. Commands like moving a unit around alters the hash of the turn. Mods that changes gameplay, by changing an attack speed for a unit, generate a different hash than someone without the mod, creating an out of sync. Autociv and Fgod just alter the check to ignore their mods. But if they change some stats they will go out of sync too. I'm pretty sure changing the default trade values might get you out of sync with other players.

 

 

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As mentioned before, the only thing this achieves is allowing vanilla games to be joined and vanilla players to join modded hosts. If you change the game state in any way, players will still get oos.

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  • 1 year later...

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