multiplayer mod?

Started by smileysticks, July 04, 2015, 02:11:32 AM

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smileysticks

Is it possible? I would love to have actual humans raid me instead of AI.





Sheyka

i dont think this is possible... the only way to play this game as multiplayer is a coop-mode
Sorry for bad english <3

Jaxxa

Depends what you mean by possible.
Currently there are no multiplayer mods, no plans for multiplayer mods that I know about.

As for is it is possible, never say never, but it would be very hard.

It would not be too difficult to make a multiplayer trading mod, (using something similar to my Stargate mod) so you could send resources / colonists to another colony and when they arrived they were controlled by the player who owns the colony or the AI, but that is a far cry from realtime interaction on their map.

RawCode

actual humans wont like idling for hours just to raid your colony period.

networking is possible, order sync and LCG sync is perfectly possible and is not ever close to *complex* task.

main issue is code integration, you will need custom build or array of hacks to implement ever simple screen sync.

Hardstyler

Hey,
you might wonder why i post into such an old thread, but i just didn't want to start a new because multiplayer has been mentioned a hole lotta times.
BUT since me and a few buddies really want to play Rimworld in multiplayer i'd really like to see it happen.
Since i am not a very good programmer (only build some simple mods for my own without coding) , i want to try to get some of you good programmers on an idea how to possible make it happen because i saw Multiplayer happen in games that could "never be played in multiplayer ever!".

If you know Kerbal Space Programm (a space-simulation written in unity), it had the same issues like Rimworld (timewarp etc.) and a guy was able to make multiplayer happen in (as he said) simple way, just by injecting and streaming everyones data to an external server that distributed the data to the clients like "Every-Client"input" (like commands, new buildings on the map)-> Server -> Every-Client". If someone needed to play slower (faster /timewarp) the server would issue a command to set anyone elses Timewarp(State of game) to the same and would sync them.
It was possible to "force" a sync if needed, and you could implant a "whitelist" for mods.

It was, of course, not perfect... but it was awesome and worked 99% the time as expected. So i contacted that guy (Darky) but he was sadly not interested or ignored my massage. ;(

So, maybe one of you beautiful people might be able to make it happen. ;)

killer117

Ive plenty of the mod ur talking of, and i know id just be easier to use the voting system from either EUIV or the total war games
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Hardstyler

Never played those game, so i don't know the voting system.
But after rereading my post i noticed i forgot something to mention or to better show my idea.
Imagin it like playing the exact same save-game on 2 computers (noone gets a certain colonist or similar, it's all shared to keep it simple) and ever action you take is send to the server -> client.
Just think about it, you need to talk who is in control over "colonist x" in case of an attack etc. pp ; Would't be a huge gamechanger but would add a lot of fun / social (in my opinion) to the game.
And maybe if a system like that gets integrated, much more possibilities later on. .)

killer117

Yeah lot simpler if one guy clicks pause, he gets 60 seconds were only he can change it, then any other players can change it back. If he wants to speed it up, he clicks it, the other guy gets a pop-up asking if wants to speed it up, and he can click speed up or not
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

Hardstyler

Now i get it, souds like a very good idea, indeed. :)

killer117

Yeah. Works best with only a few players though. But i dont think wed want too many anyway
Whats Rimworld without a little cannabilism/ murder/ maniacs/ crazy tribes/ nasty pirates/ nutcase animals/ genocidal robots etc.

JuliaEllie

The wasnt made with multiplayer in mind so nothing in the engine supports multiplayer.


RawCode

Unity have multiplayer and networking support.

Coop perfectly possible with minor modifications, but this can't be implemented as "soft" mod, custom build of game is required.

Hardstyler

#12
Quote from: JuliaEllie on August 17, 2015, 04:14:28 AM
*snip*
Wow, thats a new one... as i stated, there are many Games (Unity) out there, that were never designed with multiplayer in mind... yet, people found ways to make it happen, even tho people like you told them it would never happen. And in many peoples opinions, it really benefits the game itself.

Because, unlike you stated, the engine actually is very capable of multiplayer support. So i think there still is hope. ;)
Puteus 'animadverto!

JuliaEllie

good luck and have fun doing it.

Toggle

I doubt the modding community that uses xml and .dll to make scripts is going to be making a 'multiplayer mod' anytime soon...

Edit: Also, it would be illegal. So, there's that.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.