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Difference is, mine removes the player that actually dropped alliance by detecting which one attacks another by a very fast, less than a second, method, and boots them from the game with a loss trigger. Even the hack that prevents a loss screen doesn't stop the map from taking their units away (proven by a spoofer, who I thanked for his help).
Meanwhile, there is no provision in my map to make a 'utility' area without fux'ing the AI. The map also runs on Random Start Locations to randomize player slots, so dedicated player 1 controls are out anyway.
This method removes a player who tries to BS before they can do any damage (or even figure out that un-alliancing is detected) and lets the re-distribution of units work to keep the game playable. If you immediately re-ally them with a trigger without any real intervention they'll just force-attack their units.
The only other issue that comes to mind is the loss of nuking capability if a player BS'es with them, but I wouldn't figure those nukes as 'usable' in such a case anyway. I'll work on nuke/silo recovery for the next version since I've developed some nice variable storing methods using unit death counts.
Difference is, mine removes the player that actually dropped alliance by detecting which one attacks another by a very fast, less than a second, method, and boots them from the game with a loss trigger. Even the hack that prevents a loss screen doesn't stop the map from taking their units away (proven by a spoofer, who I thanked for his help).
Meanwhile, there is no provision in my map to make a 'utility' area without fux'ing the AI. The map also runs on Random Start Locations to randomize player slots, so dedicated player 1 controls are out anyway.
This method removes a player who tries to BS before they can do any damage (or even figure out that un-alliancing is detected) and lets the re-distribution of units work to keep the game playable. If you immediately re-ally them with a trigger without any real intervention they'll just force-attack their units.
The only other issue that comes to mind is the loss of nuking capability if a player BS'es with them, but I wouldn't figure those nukes as 'usable' in such a case anyway. I'll work on nuke/silo recovery for the next version since I've developed some nice variable storing methods using unit death counts.