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.
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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.
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2 |
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2 |
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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.
|