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Full Shared Unit Control (pitfalls)

10-16-2007, 10:43 PM#1
Strilanc
This thread is just to note a few of the pitfalls you will run into when trying to allow full shared unit control.

My plan was to catch alliance changes, then check the triggering player against other players for shared control and upgrade it to full control. Thinking this would be easy was a mistake.

First pitfall: "Player - Alliance Change (any)" doesn't catch all alliance changes. That's right, the game doesn't consider turning unit sharing on or off as an alliance change.

Second pitfall: "Player - Alliance Change (share units)" doesn't give a Triggering Player. You have no idea who changed their alliance settings, so you have to search.

Third pitfall: Turning on full shared unit control may activate the "Team Resources" multiboard. But only if the person you shared leaves and someone else shares you. Good luck catching that in tests.