Hi, i'll briefly answer a couple of these.
1. Yep, its always good to test network applications in several differenct instances on localhost, before testing across the net with multiple computers.
2. Yes, but start simple - this kind of functionality is easy once you've got a solid network foundation, but if you try and do it before having basic network functionality (e.g. communication to-and-fro from a server/database) you may overcomplicate it. There are many ways to do this:
a.) Have a very simple system where you have 3-5 transition models for a building, and after your players collect the necessary materials, and choose where to build, change the model respectively. A typical object for doing this may be:
struct Building {
Vec Position // (Or perhaps use VecI2 if you only let players build things on a 2d grid)
Byte Transition // e.g. 0 = plans, 1 = basic frame, 2 = frame+walls, 3 = finished building etc
}
b.) Break up all your objects into simple block-based modular parts (like walls, etc). Then give the players the chance to position them - you can reduce network overhead by using 2d or 3d grids instead of floating point position vectors. On the server you will need to keep track of all the positions.
c.) Tons of other ways to do it, such as hybrids of the above two, you get the idea.
3. Checkout the Version History,
http://www.esenthel.com/community/showth...p?tid=3416 and keep your eye on the Roadmap:
http://www.esenthel.com/community/showth...p?tid=1507 - as you can see SQL support has just been added, and there is a tutorial in 'net' directory.
4. Yes, you can see Documentation.chm > Beginner's Guide > Importing Resources > Importing - for a list of formats.