


The one trick would be linking the data from a quick/custom battle and a separate campaign together because I'm guessing they are stored and run in game in completely separate files. Also to make the game recognize the other player as non ai, so as to not have a custom battle occur every time you select auto-resolve, code it so as if a player selects a faction in the initial campaign creation screen, it would categorize that as a second type of ai in which clicking auto-resolve would be the only option and it would instead of auto-resolving, launch a "quick battle" based of of the in game armies, and then depending on the result of the battle, cause the auto-resolve to do something. Then players would enter the custom battle and at the end of it, you could hypothetically have some sort of thing where units lost in the custom battle would then effect auto-resolve, ie: set it instead for taking into account the numbers and stuff that auto-resolve normally does, it would auto-resolve depending on the outcome of the custom battle that just occurred, it would probably be laggy since the game would have to keep the normal game running, open itself and create a custom battle automatically based off of in-campaign units, season, and region, and then make a battle. Just an idea, could you hypothetically have a mirror multiplayer custom battle army for each army in game, then have it so when player v player battles occur, transfer to that screen where two armies would be in the custom battle setup, then you would prob have to create a custom battle terrain situation and have it coded to the region where the armies are located, (germanic forest for battles in germania) and if the season would be winter, set up in the custom battle for winter. but if you have any idea how to make this great feature possible: tell me, and i'll integrate it! player battles are not possible at the moment. You can watch more program features from the linked site above. so its not boring to wait until your turn and you can watch the battles of the current player in real time. You have also the possibility to watch the other player while he is on turn, cause the client will take a screenshot from the game. The advisor is modded, so you have better instructions, how to activate the script. before the game starts, the clients insert the scripts into the rome "script" folder. The server application is only a communication, filetransfer and savegame server, where the clients could connect with an IP adress.


How does it work exactly? My mind is thinking of the possibility of having player v player battles.Hi, Sounds great ARMA, my multiplayer mod relies on a lot of player cooperation which you seem to have automated.
