scripts don't match

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
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frankpowerful
Corporal - Strongpoint
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scripts don't match

Post by frankpowerful »

in a game just begun i've got a message of warning from the system saying the opponent's scripts don't match mine and that i should report this in the forum. What does it really mean? It's a friendly historical game (Frigidus), no tournament match.
76mm
Lieutenant Colonel - Panther D
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Re: scripts don't match

Post by 76mm »

Depends on what script is...there is a mod which increases the number of figures in the formations. I played an opponent with that mod once, and he claimed that it only affected the visuals on his end, but that was not correct--there was something wrong with my game as well--for instance I saw him charge one of my units with a fragmented unit, which should not be possible. He said that he did not do so, so it appears that we were seeing different things on the battlefield. Even in a friendly game, this is not what I want to see... In the mods subforum there is a thread where Richard confirms that players should not use this mod in MP unless everyone has it.
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: scripts don't match

Post by rbodleyscott »

76mm wrote: Sun Sep 09, 2018 2:31 pm Depends on what script is...there is a mod which increases the number of figures in the formations. I played an opponent with that mod once, and he claimed that it only affected the visuals on his end, but that was not correct--there was something wrong with my game as well--for instance I saw him charge one of my units with a fragmented unit, which should not be possible. He said that he did not do so, so it appears that we were seeing different things on the battlefield. Even in a friendly game, this is not what I want to see... In the mods subforum there is a thread where Richard confirms that players should not use this mod in MP unless everyone has it.
Nobody should play MP with any mods whatsoever to their main build script files (any file with the .bsf suffix) or squads.csv file.

The in-game warning is there to alert the players to such a mismatch.

Script differences can irretrievably corrupt the game instance. This is because the turn replay is not a video - in fact what the game saves at the end of a player's turn is the situation at the start of his turn, and the list of actions taken. The replay then runs through the code again to display the events and reconstruct the position at the end of the turn. Provided that the scripts are identical, everything will happen in exactly the same sequence, which means that the random numbers produced by the RNG for each event will be the same and everything will play out exactly the same as when the other player took his turn. If the scripts are different, everything may get out of synch, and then the events will play out differently, which will result in effectively changing the events of the previous turn.

You can probably get away with modded Mapview.txt or audio files, but I would not recommend any other mods whatsoever to the main build.

The game has a proper mods system which isolates mods from the main build. Modders should be using that, and not altering the main game build.

http://archonwiki.slitherine.com/index.php/Modding

All of the officially sanctioned mods that are downloadable in game are MP safe, because they use the officially sanctioned mod system which isolates the modded stuff in custom folders, and because "global mods" (which are also isolated from the main build) are disabled for MP play. Paul59's TT Mod is also safe, because it uses the officially sanctioned system. (The only reason the latest version is not downloadable in-game is because it has grown too large for the in-game unpacking method to work correctly on all systems).

Mods should be created in custom folders, and then the PBEM system will prevent other players from picking up the challenge if they do not have the mod. (Unless two mod folders have exactly the same name. It is therefore important to make sure that all mods, and updated versions of existing mods, have different folder names, so that the MP system can distinguish them.).
Richard Bodley Scott

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frankpowerful
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Re: scripts don't match

Post by frankpowerful »

well, i haven't altered any script for sure, i would not know where to begin with...
jomni
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Re: scripts don't match

Post by jomni »

frankpowerful wrote: Sun Sep 09, 2018 5:38 pm well, i haven't altered any script for sure, i would not know where to begin with...
Your opponent?
frankpowerful
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Re: scripts don't match

Post by frankpowerful »

jomni wrote: Mon Sep 10, 2018 5:49 am
frankpowerful wrote: Sun Sep 09, 2018 5:38 pm well, i haven't altered any script for sure, i would not know where to begin with...
Your opponent?
yes, he seems to use the mod described in the post above... now i'd like to understand if playing this game could damage my files
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: scripts don't match

Post by rbodleyscott »

frankpowerful wrote: Mon Sep 10, 2018 1:17 pm
jomni wrote: Mon Sep 10, 2018 5:49 am
frankpowerful wrote: Sun Sep 09, 2018 5:38 pm well, i haven't altered any script for sure, i would not know where to begin with...
Your opponent?
yes, he seems to use the mod described in the post above... now i'd like to understand if playing this game could damage my files
No it can't damage your files, but the game is likely not to play out correctly.
Richard Bodley Scott

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frankpowerful
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Re: scripts don't match

Post by frankpowerful »

ok thanks Richard
Pawsy
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Re: scripts don't match

Post by Pawsy »

Check the support forum we had the same issues. It was just two different versions of the same mod. Now sorted and exchanging turns
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