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MainlyInf


poesel

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I pulled this thread out of the depth of the Sunday thread - not everyone might follow it.

There has been some discussion about a more infantry heavy scenario. The server is 'Creature Zoo', the mod is 'MainlyInf'. You find it here:

download

30 rifle, 15 ion, 15 HMG, 10 Cutter, 3 Mercurys, 3 76mm Paladins, 1 Thor HC and 5 Vipers. Deployables as usual.

The server is running only that scenario.

For anyone that has already downladed that file, please do so again to update the vehicle numbers.

Jby, I upped the numbers slightly against your proposal because I felt those were a bit low. You easily loose one vehicle especially if a bot snatches one. You also have more to kill when playing against the bots. smile.gif

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Originally posted by poesel71:

Just FYI: the server is not running anymore. I had just two connects besides me so there seems not much interest in this mod.

I haven't been seeing it at all for several days. Was it still up? IIRC I downloaded the mod on the 14th and tried to play within a day or two but didn't see the server.

You might try just fiddling with the Inventory file rather than using a mod. Then people won't need to download and run a mod to join. (That's what I did for the "Palfest" server. (Which I may put up again now that I'm not getting unexpectedly disconnected several times an hour). Non-allowed items still show up on the Drop screen, but give a "Not allowed on this server" message.

Would an "Alternative Inventories" server work? "Base" mod, but each scenario in rotation has a different and non-standard inventory? (Some maps infantry-centric, some "Heavy mech", and others with Pals./Shrikes)

I guess the essential question is "Can scenario files be modified server-side only?"

For multiple variant inventories I think you'd not only have to have the altered inventory #s, but also new intro./objective messages for each map describing the inventory.

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The usual solution is that you can download the mod automatically from the server you want to join or the server points you to a place to download if bandwidth is an issue.

Changing Base is not a good idea because hat will be overwritten by an update and it will confuse players who don't know its a mod (who reads the intro text anyway? smile.gif )

Rotating Inventories serverside might work if you only reduce it. If you add new units the clients won't know. Also: how do you (the OS) know that DT starts a new scenario?

The mod system is a good one as it keeps things sorted. It lacks only the download feature and - while I think about it - a version check for the mod. MD5 or something to check if the mod has changed.

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Rotating Inventories serverside might work if you only reduce it. If you add new units the clients won't know. Also: how do you (the OS) know that DT starts a new scenario?

It won't allow for the addition of new units, but I thought you could specify an inventory the scenario file. (Umm... this. I don't know if the server and client can have different scenario files though, like they can have different Inventory files.)

The mod system is a good one as it keeps things sorted. It lacks only the download feature and

No disagreement from me that the mod system is a good one. OTOH, lacking that download feature, and if your needs are just a restricted inventory, then modifying the Inventory/scenario files on the server might be the way to go. It'd do the job (if the server-side scenario things works), and no one needs to find or download new files.

Hmm... you could even set up a batch file to switch in/out the proper files, depending on what sort of game you want the server to host.

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