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Describe your ideal map

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Date Editor Before After
11/15/2019 12:34:11 PMEErankAdminAnarchid before revert after revert
11/15/2019 12:33:52 PMEErankAdminAnarchid before revert after revert
11/15/2019 12:33:12 PMEErankAdminAnarchid before revert after revert
11/15/2019 12:32:47 PMEErankAdminAnarchid before revert after revert
11/15/2019 12:32:18 PMEErankAdminAnarchid before revert after revert
11/15/2019 12:30:41 PMEErankAdminAnarchid before revert after revert
Before After
1 Not really. 1 Not really.
2 \n 2 \n
3 Loading arbitrary binary libraries, especially packed inside automatically distributed, non-verified, non-filtered content would not be the best idea, so native AI's are out on very many levels. 3 Loading arbitrary binary libraries, especially packed inside automatically distributed, non-verified, non-filtered content would not be the best idea, so native AI's are out on very many levels.
4 \n 4 \n
5 Aside from that, a map can contain a gadget that can arbitrarily command any of the units in the game, thus implementing a LuaAI. 5 Aside from that, a map can contain a gadget that can arbitrarily command any of the units in the game, thus implementing a LuaAI.
6 \n 6 \n
7 But the map cannot add a team that would be exclusively controlled by this AI, so it'd be limited to bossing around Gaia units (like the Zombies gadget, which would conflict with the map if both the GaiaAI and Zombies are on at the same time). 7 But the map cannot add a team that would be exclusively controlled by this AI, so it'd be limited to bossing around Gaia units (like the Zombies gadget, which would conflict with the map if both the GaiaAI and Zombies are on at the same time).
8 \n 8 \n
9 I guess with some coordination you could decide which of the AI gadgets is allowed to control which units, but for now noone is, or has been doing this. 9 I guess with some coordination you could decide which of the AI gadgets is allowed to control which individual Gaia units, but for now noone is, or has been doing this.