Mod Allies

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Evpatij
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Mod Allies

Post#1 » Sun Aug 28, 2011 3:21 am

In the Game #291: No Frills 94 two mods are soecified: Allies and Teleport.

I can't find information about host addon "Allies".
Who can tell?

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Havok
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Re: Mod Allies

Post#2 » Sun Aug 28, 2011 4:16 am

Evpatij wrote:In the Game #291: No Frills 94 two mods are soecified: Allies and Teleport.

I can't find information about host addon "Allies".
Who can tell?
Haven't had a chance to add it to the Host Addons menu yet, however here's the link:

http://www.circus-maximus.com/allies.htm

In this instance it's being used to prevent allies.
Regards,
][avok

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Aelg
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Post#3 » Tue Aug 30, 2011 5:00 am

Since Allies doesn't seem to send a configuration message like some other add-ons, this brings up another question: What is allowed between non-allies?
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H2R: It isn't worthless anymore.

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BitMask
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Post#4 » Tue Aug 30, 2011 8:27 am

Go look at the Diplomacy Guidelines under the Games menu on the site.
http://www.circus-maximus.com/dipgl.htm

This game will fall under Nationalist type.

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Aelg
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Post#5 » Wed Aug 31, 2011 6:05 am

Ah, thanks.
I guess the Allies add-on is then configured that way.
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Aelg: You beamed that 10,000 megacredits down to a worthless lump of rock.
H2R: It isn't worthless anymore.

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Aelg
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Post#6 » Fri Sep 16, 2011 3:52 am

Well, we played some turns now and I met some neighbours.
I set a ffx and the Allies addon didn't change that code.
One of my neighbours set a ff1 and Allies also didn't change that code.
Okay, the second one is a guess, but a good one, because now my messages say:

Code: Select all

(-g0000)FF / ff Allies:
Race: [sorry, no race number here] yes / yes
So since No Frills 94 respectively the Allies addon obviously is not configured like a Nationalist type game, I would like to ask again: How exactly is it configured?
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Aelg: You beamed that 10,000 megacredits down to a worthless lump of rock.
H2R: It isn't worthless anymore.

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albatross
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Post#7 » Fri Sep 16, 2011 4:36 am

To understand why host sends you a message with an active alliance although the addon config sais otherwise, consider the host order:

Code: Select all

Update of clientside-actions:
    ...
    - alliance codes checked
    ... 
Cheat detect
Cloak
AuxHost1.bat
...
No matter the addon config, host.exe will first process any alliance code and will send you the appropriate message. In AuxHost1 phase (where 'Allies' runs) every non-allowed alliance status is then resolved again - the message however remains!

Same problem with any other addon that alters this type of data btw. It is of course possible to add a parser to the addon which also alters ingame messages afterwards (like GDAS does), and I also considered the suggestion which was made somewhere else in the forum to add the 'con' message. But hell, maybe in a few months.

Anyway, much talk - if your action was not allowed by the configuration and the ship code didn't change, it is a bug which needs to be fixed.

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Aelg
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Post#8 » Fri Sep 16, 2011 7:19 am

Well, that would explain, why I got the message the turn I set the ffx, but not several turns.

And no, the ffx isn't set anymore, it only was for one turn.
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Aelg: You beamed that 10,000 megacredits down to a worthless lump of rock.
H2R: It isn't worthless anymore.

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