Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Mod Design > Mod Design Questions > Data Mod Multiplayer Problem
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I'm having a problem with a Voobly mod I'm creating: It's working correctly if I start Voobly in singleplayer mode, but in multiplayer mode it's not working correctly (both against AI and real players who have the mod installed). It seems the trouble is with some specific attributes in the unit graphics section which are being ignored or misinterpreted somehow.
Has anyone had similar issues, perhaps an idea that could help?
Is the "Including graphics" [X] or [_] ?
Did you copied the changes for all civs?
yes - it's set to automatically copy the changes, including graphics, to all civs.
I'll attach an example .dat here so you perhaps can reproduce the issue.
The .dat is basically a fresh 1.0c version where I modified the following attributes:
If you wonder why I touched those two graphic attributes, it's because Frame Delay won't work unless USM is 0 and ST is 3, I don't know why that is.
Anyway, if you use this .dat in Voobly's singleplayer mode everything works fine: Both war galley and galleon shoot their projectiles with a slight delay. If you use the .dat in multiplayer though, war galleys fire instantly (without delay), and galleons do not fire any projectiles at all.
It is very confusing to me why the changes work in singleplayer but not in multiplayer..
I have no idea why it is behaving as this.
Not much stuff I know which works in SP but not in MP (in regular editor there is a lot like see/target object trigger), but in data editing it's rare.
When made Age of Galactica I had a huge problem with planet generating, because it worked well in SP, but in MP it made synch error, so be careful when trying new things.
Actually, I try to avoid touching Sequence Type, because it can cause bugs like this. Unit Speed Modifier works well when the unit have walk+run graphics too (wolf example). Attack delay also have not problem if the number is less than the number of frames (maybe this is the problem?).
Try to ask around on [You must login to view link]. They may know the reason behind this.
I've made a post in the AGE3 thread at heavengames two days ago also, so I'm still hoping for replies there.
Yep, frame delay causes a problem when it's higher than #frames. This I noticed f.e. in the feudal galley case, where there's just one frame. In galleon / war galley case though they have more than 7 frames, so it shouldn't be a problem.
The AGE3 tooltips weren't very helpful there, and Tapsa also didn't have more information.
I didn't really see any difference in the unit behavior (except for Frame delay working or not working).
After some more tests I am now rather sure that the problem is Voobly.. one time I start a game everything works, another time when I start it (under same conditions, same .dat file) it doesn't work. Meeh.
he's a programmer who has reverse engineered parts of the game