Okay...I''m a noob on modding. Clue, please?
Okay, here's the deal:
I created a very simple test .xml file to change the price of Boron from 120 to 10 (goods.ini). Then I put the mod in FLMM 1.21 latest beta. This was just a test to see if the change would work.
I can run the mod and it works in multiplayer. In other words, I can run the mod on my client machine, connect to a local server (that isn't modded) and have the commodity price changed.
Problem is, I don't want that!
I want to make a mod that is either server side only (no questions asked, you just connect and the change is there) or the server enforces the mod to be loaded on the client before connecting/which enforces the commodity price change.
I've never connected to a modded server before and I wanted to test something out. I DIDN'T install the rebalance 3.12 mod on purpose to see what it would do when connecting to a rebalance server. What happened was that the server said my name was in use - no matter what I put in for a name. Trying to connect to a TNG modded server wouldn't even allow me to join because the version number of the server was 1.70. However, I WAS able to connect to a modded server - probably a homemade one - that noted I should download the mod. Apparently the mod maker hasn't found the way to enforce the mod to be downloaded.
Question is - How can I enforce my mod by doing what the Rebalance mod did or change the version number like TNG did? Also, once you 'enforce' the mod to be loaded, how do you check for inconsistencies between server and client verision? Reason being is simply because anyone could probably download the mod and then change the XML values, I'm guessing...
If anyone gets a chance to help clue me in, I'd greatly appreciate it!
I created a very simple test .xml file to change the price of Boron from 120 to 10 (goods.ini). Then I put the mod in FLMM 1.21 latest beta. This was just a test to see if the change would work.
I can run the mod and it works in multiplayer. In other words, I can run the mod on my client machine, connect to a local server (that isn't modded) and have the commodity price changed.
Problem is, I don't want that!
I want to make a mod that is either server side only (no questions asked, you just connect and the change is there) or the server enforces the mod to be loaded on the client before connecting/which enforces the commodity price change.
I've never connected to a modded server before and I wanted to test something out. I DIDN'T install the rebalance 3.12 mod on purpose to see what it would do when connecting to a rebalance server. What happened was that the server said my name was in use - no matter what I put in for a name. Trying to connect to a TNG modded server wouldn't even allow me to join because the version number of the server was 1.70. However, I WAS able to connect to a modded server - probably a homemade one - that noted I should download the mod. Apparently the mod maker hasn't found the way to enforce the mod to be downloaded.
Question is - How can I enforce my mod by doing what the Rebalance mod did or change the version number like TNG did? Also, once you 'enforce' the mod to be loaded, how do you check for inconsistencies between server and client verision? Reason being is simply because anyone could probably download the mod and then change the XML values, I'm guessing...
If anyone gets a chance to help clue me in, I'd greatly appreciate it!