I might have thought of an idea to make the overland map have multiplayer capabilities, with the proper scripting and modification, without editting the .exe file!
HOW IT WORKS
First, the mod files are downloaded and installed as usual. The player loads the game, and selects 'Start New Game'. This, instead of loading single player, opens a connection to a remote database so the player can host a game (see problem 1). They then are placed on a starting position in a map hosted by a certain server, which houses all the data about everything occurring on the map. For example, an entry into a .txt file possible could be the party information, name, location, number/types of soldiers, destination. Each player would have party information displayed on other's game. Similar to the player character intercepting an AI lord, when players intercept, a 'chat room' sort of thing comes up (time still passes at all times) with options to battle or leave.
Upon selecting the battle option, the involved parties would have their inventory, exp, party information saved, kicked from the server, and put into (or allowed into) a regular battle server that loads the party/inv/exp information and applies it to the character where they then battle (see problem 2). After the battle, the server that hosted the battle re-reads party information and sends it to the overland map server, where it is promptly updated and the player returns to the overland server to continue on their way (no taking players as prisoners).
Entering towns and buying things can be run on the players' computers; upon purchases and selling, information on the database is updated. Same for recruiting from villages.
There will be NO AI PARTIES, since the server would likely be overloaded and laggy already (see problem 3).
After the database does not receive updates from the game for 5 (?) minutes, party information is deleted.
MAJOR PROBLEMS
Problem 1:
How can a player host an overland map game?
Possible solution:
Constantly sending party information to a remote database to be distributed unto other players's games
Problem 2:
How can the players be sent into a battle without everyone else and without crashing the game?
Possible solution:
Kicked from the overland server after party information is saved, given a password, and use that password to get into a regular server
Problem 3:
How can information be updated frequently enough as not to reduce playability, but have as little lag as possible?
I know this has been suggested hundreds of times before, but I think there would be a way around certain blocks. Take cRPG for example, similar, but not exactly. Think of this as taking Strategus to the next level.
Post your ideas and what you think about this system!
HOW IT WORKS
First, the mod files are downloaded and installed as usual. The player loads the game, and selects 'Start New Game'. This, instead of loading single player, opens a connection to a remote database so the player can host a game (see problem 1). They then are placed on a starting position in a map hosted by a certain server, which houses all the data about everything occurring on the map. For example, an entry into a .txt file possible could be the party information, name, location, number/types of soldiers, destination. Each player would have party information displayed on other's game. Similar to the player character intercepting an AI lord, when players intercept, a 'chat room' sort of thing comes up (time still passes at all times) with options to battle or leave.
Upon selecting the battle option, the involved parties would have their inventory, exp, party information saved, kicked from the server, and put into (or allowed into) a regular battle server that loads the party/inv/exp information and applies it to the character where they then battle (see problem 2). After the battle, the server that hosted the battle re-reads party information and sends it to the overland map server, where it is promptly updated and the player returns to the overland server to continue on their way (no taking players as prisoners).
Entering towns and buying things can be run on the players' computers; upon purchases and selling, information on the database is updated. Same for recruiting from villages.
There will be NO AI PARTIES, since the server would likely be overloaded and laggy already (see problem 3).
After the database does not receive updates from the game for 5 (?) minutes, party information is deleted.
MAJOR PROBLEMS
Problem 1:
How can a player host an overland map game?
Possible solution:
Constantly sending party information to a remote database to be distributed unto other players's games
Problem 2:
How can the players be sent into a battle without everyone else and without crashing the game?
Possible solution:
Kicked from the overland server after party information is saved, given a password, and use that password to get into a regular server
Problem 3:
How can information be updated frequently enough as not to reduce playability, but have as little lag as possible?
I know this has been suggested hundreds of times before, but I think there would be a way around certain blocks. Take cRPG for example, similar, but not exactly. Think of this as taking Strategus to the next level.
Post your ideas and what you think about this system!