JURASSIC WAR v1.11E: CO-OP CAMPAIGN
Native Windows version of the original game

Starting together
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On both computers open Multiplayer Game > Co-op. This replaces Com Setting.
Choose Host game on one computer and Join by IP on the other. The default
port is 27015. Both computers need this release and matching game content;
their display languages may differ.

Both players press Ready in the in-game pre-lobby. The host then presses
Choose campaign and uses the original single-player difficulty and tribe
screens. The partner waits in the game until those choices are complete.
Both players receive the original mission briefing. Each can finish reading
at their own pace; the mission waits for both players to continue.

Playing the campaign
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Both players command the selected campaign tribe, sharing its units,
buildings, food and inventory. Cameras, selections and interface settings
remain personal. Cyan corner marks show your partner's selected units; the
original local selection remains unchanged. Partner Sleep orders play the
same original acknowledgement sound, subject to sound volume and throttling.
A message explains pauses while your partner is in a menu, and waits while
they finish reading a briefing. If both players order the same unit in the same simulation
turn, the joining player's order is applied last. Coordinate your jobs!

Press Enter to type an in-game message, Enter again to send, or Escape to
cancel. Both players receive messages with the sender's actual lobby name
(Host and Player 2 by default), even though they control the same tribe.
Incoming messages preserve your unfinished draft. The host can enable cheats
in the Host game setup; the checkbox defaults off. When enabled, cheats work
from either player. They execute in the shared command stream on both peers.
MATCHLESS uses the sender's selected units, even if the partner selected other
units. FOOD, UNITS, BRIGHT/DARK, item cheats and normal campaign outcome cheats
use the same shared world. JUMP opens the in-game mission chooser and loads
the chosen mission together. NEXT remains disabled. The 2-8-player TCP/IP
lobby has its own host-controlled cheats option.
Both computers must run the same v1.11E build.

All eight tribes use their original twelve-mission campaign sequences.
Campaign objectives, scripted allies, authored starting forces, briefings,
story scenes, defeat retries and advancement are retained. Winning advances
both players; losing retries the same mission after the defeat screen.
This is shared campaign control, without adding a second tribe or replacing
the original missions with elimination-only multiplayer maps.

The host's difficulty wheel has inner Original AI choices and outer Modern
AI choices. Inner Easy/Medium/Hard use the original AI and campaign balance.
Outer Easy/Normal/Hard use the matching Modern AI and campaign difficulty.
The choice is synchronized to both players and retained through the campaign.
Modern AI keeps the campaign's scripted-faction rules.

Continuing later
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After both players load a mission successfully, the host automatically saves
the campaign tribe, difficulty, mission and AI in CoopCampaign.dat, in the game
folder or the selected profile. This file is separate from single-player
saves. Connect again, both press Ready, and the host chooses Continue co-op
campaign. It restarts the last reached mission with its original briefing
and authored forces. It does not restore a battle in progress. A completed
campaign disables Continue until another co-op campaign is started.

MENU > Save Game writes one shared mid-battle checkpoint to both computers.
MENU > Load Game restores the host's checkpoint on both computers, including
the world, campaign stage, difficulty, AI and explored fog. Ctrl+F5 / Ctrl+F4
also request Save / Load. Close open menus to let the shared action execute.
The file is _JWCOOP.CP in the game folder or active profile. A new Save replaces
this co-op checkpoint; ordinary single-player save slots are separate.
To restore in a later session, connect with the same campaign tribe, continue
through its briefing, then use Load Game. The host supplies its saved data.
Missing or invalid checkpoints leave the current battle unchanged.

MENU > Restart Scenario > Yes restarts on both computers. Both see the
briefing again. Either player may request a restart, save or load. Simultaneous
menu actions use the first request in the shared command order (host first).
Automatic single-player autosaves remain suspended during co-op.

Leaving and compatibility
-------------------------
Use MENU (F10), Exit, Yes to leave. Either player leaving ends the co-op
session; the partner is not replaced by AI. There is no mid-mission joining,
host migration. Spectators are supported through the co-op pre-lobby's
connection setup; Team viewers see the shared campaign tribe. During a briefing, story screen or
pause, the connection continues to be serviced. A loading/turn wait allows
up to ten minutes for the other player before ending the connection.

For separate tribes on multiplayer maps, use Multiplayer Game > TCP/IP
(renamed from Null Modem). Its 2-to-8-player and Classic lobbies remain.
For offline matches, use Multiplayer Game > Skirmish.

Implementation notes
--------------------
Co-op uses the native host command relay with exactly two admitted humans.
For original campaigns, the host sends a bounded tribe/difficulty/mission
selection, then both peers
call the retained campaign briefing and loader (14C90, 15026, 15DA1).
The original difficulty/tribe selector is 2079B/20858. No level-list UI is
introduced for original campaigns. Their campaign mode remains zero, so 17728/17861 dispatch the original
mission objectives and 153D0 advances the campaign normally.

The native command barrier replaces the old serial exchange at 17E69. Both
slots authorize orders against the campaign owner, while retaining original
command collection and execution. World hashes are compared before turns
and at every mission load/retry; campaign identity is included in load
checks. Local selection, camera and rendering-only state are not hashed.
The current TCP and spectator protocols are 0x0110C02B. All players
and spectators need the current matching release. Older co-op progress files
remain readable; because they did not record AI, they use the host default.
See SPECTATOR-README.txt for spectator roles, controls and viewing clips.

Checkpoint transfers are bounded to 4 MiB, checksummed, validated on both
computers before loading, and committed through staged files. A connection
failure during transfer ends the session instead of resuming unequal worlds.

CUSTOM CAMPAIGNS
The host can choose Custom campaign in the co-op lobby. Missing campaign maps
and their artwork/sounds can be downloaded from the host after the joining
player agrees. Both players ready up after verification, then share the
mission briefing and tribe. Mission transitions, retry and shared checkpoints
retain the custom campaign identity. With cheats enabled, jump selects any
mission in that campaign. See CustomCampaigns/README.txt.
