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Multiplayer button greyed out :c

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7 years ago
Oct 1, 2017, 2:21:01 AM

I tried played multiplayer but I can't even click it as it says modding tools enabled. This thing has appeared after I pressed shift + f1. Reinstalling the game doesn't work so I have no idea how to remove modding tools to player muliplayer. Not sure where to put this thread so I placed it here. Thanks for helping in advance!  :D

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6 years ago
Jan 19, 2019, 7:12:17 AM

Is there a way to get god cursor in private session for testing purposes?

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6 years ago
Jan 21, 2019, 9:56:37 AM

I didn't make myslef clear, how do I do that in Multiplayer session? Once modding tools mode is enabled, I can't see a way to host or join multiplayer session.

Updated 6 years ago.
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6 years ago
Jan 21, 2019, 10:42:00 AM

Enabling Modding tools will disable achievements and Multiplayer as you can cheat with them.

Only Internal Builds (For Devs & QA, AkA only for people employed by Amplitude) will have them enabled by default, allowing them in multiplayer.

The way around this would be to load the MP save in singleplayer with them enabled and edit the file to remove the modding tools flag after.

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6 years ago
Jan 21, 2019, 3:46:40 PM
CyRob wrote:

The way around this would be to load the MP save in singleplayer with them enabled and edit the file to remove the modding tools flag after.

You mean that tools will remain enabled after loading such edited file, even though no command line option is present?


I want to test multiple hull loadouts one vs another in battle, and I need a human partner for that, but it seems like too much of a hustle, to start a normal game and unlock all necessary technologies normally. Hence my request.



Upd: Oh, I think you meant I should start a normal MP game, save it, load in SP with tools enabled, unlock techs I need for both parties, save it again, edit flag out of the save file, load normal MP without tools mode, and we are set up. Is that correct?

Updated 6 years ago.
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6 years ago
Jan 21, 2019, 4:38:26 PM

Your edit is what I was going for (--use-xml-save is the Launch flag that will greatly help there) but honestly, It is probably just easier for you both to just load the Sandbox Mod and make a custom faction with some of those cheat traits, allowing you to each have factions that can research almost everything in only a few turns (and other useful boosts)

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6 years ago
Mar 5, 2019, 7:55:55 AM

We tried to use Sandbox Mod yesterday, but were unable to load into the game after lobby. At first my friend was unbale to select custom faction I've created, and I couldn't assign it to him. So I've passed him my custom factions folder with necessary XML file, yet we still couldn't load because of some "differences in XML settings that could cause multiplayer desyncs" error. Then I've deleted my registry.xml and reactivated the mod. We've reached "Launching game" state for the host and "Waiting for the game data" for client, both our CPU's reached 100% on multiple cores and it never moved pass that.

I dunno, whole process seemed so tiresome, that we didn't even want to look through diagnostics log to narrow down the issue... :(

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6 years ago
Mar 5, 2019, 8:38:14 PM

OK, we've managed to load. I guees I've thrown too many traits to process first time.

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