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Description
The current CB code checks that the initial state of a .gmv file matches the current state of the .gam into which it is being loaded, and presents CSelectStateDialog if the initial states don't match. However, that isn't ideal for games where players naturally take actions in parallel, for example, the programming phase of Roborally. In that case, either the players have to explicitly define a turn order, which slows down the game, or they have to effectively opt out of the error checking provided by the game state comparison (by using the "Use current game state" option of CSelectStateDialog).
It would be nice if we could find some middle ground so that games can proceed in parallel as much as possible while still performing error checking. Unfortunately, I haven't thought of any straightforward way to achieve this yet.