MP Mod work around

defected

Chieftain
Joined
Jan 3, 2010
Messages
15
For those who have got board of waiting for MP mods to be enabled, me and the friend who play MP have managed to come up with a little work around that seems to work.

You can directly edit the XML files in your steam directory, to make small tweaks. Not put in any buildings yet but manged to tweak the yields of improvments and resources with no problems.
 
I would HEAVILY caution against this unless you know exactly what you're doing. Mucking with code can be a real good way to bork your game over, especially if you don't get the changes exactly correct between all machines participating in the game
 
I'm sure this is possible, but it would require both players to edit the xml identially, or you likely would have conflict problems.

CS
 
I would HEAVILY caution against this unless you know exactly what you're doing. Mucking with code can be a real good way to bork your game over, especially if you don't get the changes exactly correct between all machines participating in the game

steam has the nice "Verify integrity of game cache" option, which usually fixes your problems if you mess up
 
I've actually done this quite extensively so that my wife and I and my best friend can all play together with some of the mods that we like. Simply make copies of any of the .xml files you're going to alter and have at it. I would recommend making changes in smaller groups so if something goes wrong you know what to check rather than having to simply restore to the default backups you made at the beginning.

I've implemented quite a few of the balance mods and other things on here that I really like. Now I just need to learn a bit more about how the Lua mods work so that I can include them as well so that my multiplayer games can use the same rules as my single player ones.
 
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