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Presentation of AI bots

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Date Editor Before After
12/28/2015 6:13:29 PMDErank[2up]knorke before revert after revert
Before After
1 The problem of filtering unsuitable AIs is as old as spring. The problem is that validAIs.lua was never implented in engine. One could imagine some hackish non-unitsync-workaroundish solutions, all it needs is the mod-archive to contain a list of suitable AIs that the lobbies can read and interpret. (An idea might be abusing a modoption-"constant" table that lobbies can already read) But that is all hackish and the chances that community could agree on standard for such things are zero. 1 The problem of filtering unsuitable AIs is as old as spring. The problem is that validAIs.lua was never implented in engine. One could imagine some hackish non-unitsync-workaroundish solutions, all it needs is the mod-archive to contain a list of suitable AIs that the lobbies can read and interpret. (An idea might be abusing a modoption-"constant" table that lobbies can already read) But that is all hackish and the chances that community could agree on standard for such things are zero.
2 \n 2 \n
3 The other solution are of course lobbies that are only meant to work with one game, like zero-K-lobby since the split. Such lobby does not need to take care if maybe some other game needs those AIs, it can just display its own list. 3 The other [s]solution[/s] option are of course lobbies that are only meant to work with one game, like zero-K-lobby since the split. Such lobby does not need to take care if maybe some other game needs those AIs, it can just display its own list.
4 This would be one of the few situations where the zeroK/spring seperatation could actually have turned out to be something useful, if only in a detail. 4 This would be one of the few situations where the zeroK/spring seperatation could actually have turned out to be something useful, if only in a detail.