ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
The question has been asked a few times but nobody has done the experiment, or at least nobody has published the results. Today the game does not really "support" modding so I suppose it does not do any basic checking. So the game will not even try to ensure everybody is using the same mods. That means there will be massive out-of-sync problems.
To test, take a mod with an obvious effect such as the corporate hero mod. Make sure everybody in the MP game has the mod installed. Verify before starting, by having each player start an SP game as pilgrim and create a corp hero. Check they can see the added abilities such as Deal Closer. Once confirming in SP, then start an MP game and see if there is any unexpected side effect.
As a second experiment, have one of the same players *uninstall* the mod, and then everybody start a new game. If the game gives any startup error, I would be pleasantly suprised. I expect this game should fail early with out of sync, as soon as one player hires a corp hero.
davea wrote: To test, take a mod with an obvious effect such as the corporate hero mod. Make sure everybody in the MP game has the mod installed. Verify before starting, by having each player start an SP game as pilgrim and create a corp hero. Check they can see the added abilities such as Deal Closer. Once confirming in SP, then start an MP game and see if there is any unexpected side effect.
As a second experiment, have one of the same players *uninstall* the mod, and then everybody start a new game. If the game gives any startup error, I would be pleasantly suprised. I expect this game should fail early with out of sync, as soon as one player hires a corp hero.
if you want good mod for testing I recommend heromod compilation... basically first changes are on character generation and as soon as person starts game there is enough action to see that something happens :P
I've done a little testing in multiplayer with my increased fleet cap mod and it seems to work without any issue at all. Not a hugely conclusive result but hopefully means that so long as the mod works in single player and both players have the same files, should be ok in MP too.
@ omniste, thanks for the update. Can you try an experiment which should *fail*, where two different players have different mods installed? For example, player 1 has the fleet cap mod and player 2 does not. I am interested to know if the game detects this and refuses to start. I highly doubt it would.
Just tried a MP game resuming from a prior save. I used Vanilla fleet cap, friend had increased. When he merged 2 fleets into a 'mod size' fleet it didnt appear on galactic map. We engaged in battle and each saw a different version. In mine, the 'legal' fleets appeared. On his computer, he had his entire 'mod size' fleet present. (Ie, we fought 2 seperate battles). Upon battle conclusion, I was able to resume the game (as host) but he crashed when attempting to return to galactic map.
Also tried hosting a brand new match. His game displayed the correct sized fleet limit and allowed him to create fleets of increased size whilst mine behaved normally with vanilla fleet limits.
Appears crash doesnt appear until the game is forced into trying to resolve the differences?
That makes sense. When the game officially supports modding, I am sure it will checksum the files to prevent this type of mismatch leading to a crash. Thanks for confirming this detection is not yet present.
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