Author Topic: [Suggestion] Always on server option  (Read 3027 times)


  • Member
  • Posts: 7
  • Karma: +0/-0
  • Is the potion poison or a potion of reduce poison?
    • View Profile
[Suggestion] Always on server option
« on: June 23, 2014, 04:38:10 PM »
Hey, it'd be cool for users to create servers that are always on. (if their connection is good) Is it possible to mod that in? 'Cause I love modding A&A, is it possible?
..../ `--│││││││││----------------------_]
.../_==o ______________________/
.....),---.(_(__) /
....// (\) )____/
../`----' / ...
./____ / ... .


  • Administrator
  • Full Member
  • Posts: 208
  • Karma: +6/-1
  • Is the potion half full or half empty?
    • View Profile
    • Amulets & Armor
Re: [Suggestion] Always on server option
« Reply #1 on: July 11, 2014, 01:16:14 AM »
I've been thinking more and more about setting up an always on server.  The current design does allow you to have a server running all the time, but it's only the town/guild.  Players can then instantiate new adventures.


  • Sr. Member
  • Posts: 272
  • Karma: +8/-0
    • View Profile
Re: [Suggestion] Always on server option
« Reply #2 on: July 11, 2014, 01:37:29 PM »
As long as AA uses a very small memory footprint (and not too much data), spinning up new servers from a larger server application could do some awesome stuff. (not unlike instance dungeons in larger MMOs) So, lets say that it's modded to spawn up a server for "e1m1" when the quest is started. And that server stays open until a player exits... so any player is able to join the map in progress.

This should be a simple change (barring the way scripting works for spawning scripts and cross client sector changes, which has to be queued and ran instantly for new players) and would be very close to a persistent world.