Caption: Mikali's Multiplayer Map Collection Version: 1.27.5 Authors: Mikali Created: 2004/11/14 Updated: 2020/08/12 License: Attribution 4.0 International (CC BY 4.0) Website: http://isometricland.net/homeworld/homeworld.php GitHub: https://github.com/mjhorvath/Mikali-Maps-for-Homeworld-Remastered ModDB: http://www.moddb.com/mods/mikalis-multiplayer-map-collection Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=399477672 Discussion: http://forums.relicnews.com/showthread.php?t=48818 http://forums.relicnews.com/showthread.php?t=82964 http://forums.relicnews.com/showthread.php?t=40779 ================================================================================ UPDATE: Should now be compatible with the Players Patch 2.3! The patch needs to be loaded before this mod, however. See below. DESCRIPTION A collection of multiplayer maps demonstrating my custom map-making functions. These maps will only work with Homeworld Remastered. The very latest uncompressed version of the mod can always be found on GitHub. INSTALLATION If you have the Steam version of the game, installation is done by subscribing to the mod on the Steam Workshop page, and then using the "Mods" section of the game launcher to select which mods you want to activate. For the GOG.com version of the game--or if you want to view or modify the mods's source code--you must download the mod from GitHub, then copy the "DataMikaliMaps" folder to your "Homeworld Remastered" or "HomeworldRM" directory. Next, you must add the text "-moddatapath DataMikaliMaps -overrideBigFile -luatrace" to the "Target" field of the game's desktop shortcut in order to get the mod working. If you are not using the game launcher and are trying to load more than one mod at the same time, simply append or prepend the name of each mod's data folder after the "-moddatapath" command line parameter. For instance: "-moddatapath DataPlayersPatch,DataMikaliMaps,DataTestMod". Multiple names should be separated by a comma. Note that the PlayersPatch is listed before my mod, and the Test mod is listed after it. The order in which mods are listed matters, and mods that are listed to the right in the list override the data belonging to mods that are listed to the left. Exactly which mod should appear first, and which mods should appear afterward, varies from mod to mod. ================================================================================ CONTENTS Maps marked with a single asterisk (*) are not multiplayer safe. They will cause desyncs in human vs human multiplayer battles. They work fine in skirmish however. These maps are also marked with a pair of dice in the level thumbnail images. Maps marked with two asterisks (**) feature radioactive clouds (usually in the center of the map) that can destroy your ships if you fly into them. These maps are marked with a yellow triangle in the level thumbnail images. (2P) BLOCK MAZE * A 3D cube with randomized internal walls. Navigate the passageways to assault your foe. (2P) GO AROUND A two-player map with a large vertical barrier separating players. (2P) RESOURCE GALLERY ** This map is intended to be used as a guide for map-makers. Arranged in rows and columns are natural terrain, such as asteroids and clouds. (2P) SHIP GALLERY This map is intended to be used as a guide for map-makers. Arranged in rows and columns are ships present in the game. (2P) THE SQUASH A 1v1 map in the shape of a self-intersecting torus. (2P) TUTORIAL MISSION NO.3 Mission one from the HW2 tutorial converted into a 1v1 map. (2P) VEIL OF FIRE Mission seven from the HW2 single player campaign converted into a 1v1 map. (3P) HEX MAZE SMALL * A maze-like honeycomb of randomized megalith walls. Hunt for resources, but don't leave your collectors in a room undefended! (4P) FLAT MAZE * A 2D maze of passageways. Try and sneak around the outside as well. Teams are top vs. bottom. (4P) METABALL MADNESS * A 4-player map created using the blob and metaball functions. Teams are random. (4P) PLASMA GLOBE * A 4-player map in the shape of a plasma globe using the "branchAdd" function. Teams are top vs. bottom. (4P) SCALAR FIELD A heightmap based on the function for an electromagnetic field. Teams are top vs. bottom. (4P) SPIRAL GALAXY ** A 4-player map shaped like a spiral with a radioactive cloud in the middle. Teams are top vs. bottom. (4P) THE SQUID A 4-player map shaped like a spiral. Teams are top vs. bottom. (4P) STRANGE ATTRACTOR A 4-player map. Teams are top vs. bottom. (4P) TORA! TORA! TORA! A 4-player map shaped like a torus. Teams are top vs. bottom. (5P) ELECTROMAGNETIC DOILY ** A 5-player map with a kaleidoscopic bubble and swirl pattern kind of like a doily. Teams are FFA. (5P) RHEOTOMIC SPACES A 5-player map created using Daniel Piker's Rheotomic Surfaces tool as a guide. Teams are FFA. (6P) CURVE STITCH A map demonstrating the curve stitch function. Teams are top vs. bottom. (6P) GEHENNA Mission five from the HW2 single player campaign, converted into a six person map. Teams are top vs. bottom. (6P) HARMONOGRAPH * A 6-player map featuring a squiggly curving tube similar to the shape produced by a harmonograph, except in three dimensions. Teams are top vs. bottom. (6P) HAVE A BALL A large 6-player map shaped like a globe. Teams are odds vs. evens. (6P) HEX MAZE BIG * Like the three-player map, but bigger. Teams are top vs. bottom. (6P) KLEIN BOTTLE A 6-player map in the shape of a Klein Bottle. Teams are top vs. bottom. (6P) MENGER SPONGE A stack of blocks with nooks and crannies. Teams are odds vs. evens. (6P) METABALLS II * A 6-player map created using the blob and metaball functions. Teams are random. (6p) VORONOI STEPPES A 6-player map that looks like broken tiles. (8P) ANDROMEDA A very large 6-player map in the shape of a double-armed spiral. Teams are top vs. bottom. (8P) BENTUS MELTDOWN * ** A large random 6-player map in the shape of concentric elliptical rings. Teams are random. Radioactive wreckage lie at the map's center. (8P) CHICKEN SCRATCH * Random scattered lines and branches. Teams are random. (8P) GREEK CROSS FRACTAL Resources are scarce, so you're going to have to cross to the other side to get more. Teams are top vs. bottom. (8P) SPLINE CRAZY * A 6-player map consisting of a giant twisting loop. Teams are random. ================================================================================ CREDITS • MathWorld and Wikipedia for the parametric surface functions used in "shapeAdd", "harmonographAdd" and probably elsewhere. • GameDev.net for the implicit metaball formula used in "blobAdd". • The function "flokalAdd" is based on 'doodle 4' by bitcraft at OpenProcessing.org. • The people at Stack Exchange Mathematics for a lot of additional help. • Lorenzo Donati at Stack Overflow for the new pseudo random number generator. • Daniel Piker for his Rheotomic Surfaces tool for Rhino3D and Grasshopper. • The developers of Rhino3D and Grasshopper. • The POV-Ray team. I copied their naming scheme for most of the utility vector functions. • Dan Rollins for his HexMaze script on Experts Exchange. • Jon Mark Perry at Stack Exchange for his help with the hexagon maps. • Crufty for his help with JavaScript. • Pouk, for giving me the idea for the hexagon maps in the first place. • LuaBit v0.4 - http://luaforge.net/projects/bit/ • EatThePath for helping me get the mod working with GearBox's HWRM update. • Thanks to sastrei for helping me with the new HOD format. ================================================================================ CHANGE LOG 1.27.5 - 2020/08/12 • Fixed the HODs for "Asteroid_m_1" and "Asteroid_m_2". Collectors are once again harvesting. • Changed the type of "for" loop used in "Gallery Resources". The previous one was causing crashes. • Removed text clouds. 1.27.4 - ??? • I forgot. 1.27.3 - 2020/08/04 • The harvestable dust clouds and nebulae now work properly in the "Gallery Resources" map. • Fixed "Asteroid_m_1" and "Asteroid_m_2" which were missing their textures. • Added a few functions to "utilfunc.lua". • Removed the crystals because they were not being used anywhere. • Made the dust clouds more visible in "Spiral Galaxy". • "MapFunctions.lua" and "utilfunc.lua" are now parsed at the beginning of each level file instead of the end. • Updated "Gallery Resources" and "Gallery Ships" so that you can toggle on and off ships and resources from this mod and the HW1RM campaign. • Fixed a bug in "Gallery Ships" that was causing it to crash the game. 1.27.2 - 2020/08/02 • Forgot to rename the pebbles earlier. 1.27.1 - 2020/08/02 • Tweaks to tags and filters to make the maps more compatible with other mods. 1.27.0 - 2020/08/01 • Tweaked the "Metaball Madness" and "Metaballs II" maps. • Renamed custom asteroids, clouds, etc. so as not to conflict with the default vanilla objects or objects created for other mods. • Updated crystal HODs to 2.0-patch format. • Updated "Gallery Resources". • "Asteroid_m_1" and "Asteroid_m_2" are now harvestable thanks to sastrei. As a consequence the affected maps need their resources rebalanced. • Rebalanced RUs in "Spline Crazy", "Chicken Scratch", "The Squid" and "Plasma_Globe". • "Electromagnetic Doily" levels sink a bit lower now. • Added a few more RUs to "Menger Sponge". • Starting positions in "Spline Crazy" are now located directly within the spline band. • Easy Patches have been removed from "Spline Crazy". • Moved the "source" folder over to the GitHub repo *only*. 1.26.2 - 2020/07/24 • Tweaked the "Metaball Madness" and "Metaballs II" maps. 1.26.1 - 2020/07/23 • Tweaked the "Metaball Madness" and "Metaballs II" maps. 1.26.0 - 2020/07/22 • Tweaked the "Metaball Madness" map. • Added "Metaballs II" which is a similar map to "Metaball Madness", but larger. 1.25.0 - 2020/05/25 • Removed the custom gamerule. Maps should be compatible with most mods now. • Updated a few things in "utilfunc.lua". 1.24.0 - 2016/07/11 • Updated unitcaps scripts to Patch 2.0. • Reverted to an older PRNG that worked better. Updated all the maps to use the older PRNG. • Added a note to the docs telling how maps that use the default Lua "random" function result in desyncs in multiplayer. (Skirmish works okay.) • Fixed a bug in (5P) ELECTROMAGNETIC DOILY that could cause desyncs. • Commented out some more broken ships in (2P) SHIP GALLERY so that the map loads once again. But there are still issues with the map, and the textures of all the ships and some screen elements are not loading at all. I don't know how to fix this. • Fixed issues with unitcaps files that were not updated after the 2.0 patch was released. • Removed the custom AI code. I don't remember why I even added it in the first place. 1.23.0 - 2016/06/20 • Updated everything to work with Patch 2.0, including most HODs. • Included the project source code along with the mod files. 1.22.3 - 2015/10/03 • Reverted the changed asteroid colors back to orange since someone complained they were hard to see. • Made the asteroid placement on each arm of the The Squid map identical so as to ensure fairness. Pebbles are randomly placed, however. 1.22.2 - 2015/09/28 • Resource values were way too small by mistake. Reverted to defaults. 1.22.1 - 2015/09/27 • Somehow I got confused as to which asteroids I was using for my maps. I had created some custom asteroids with greater visibility than GearBox's aster- oids, but wasn't using them. I have now corrected this error. • Asteroid pixel colors changed from the HW2 default to a more grayish color. 1.22.0 - 2015/09/18 • Updated the mod to work with all the new changes in the latest GearBox patch. 1.21.1 - 2015/03/31 • For the hexagonal panel maps, I switched to using "box_8192_64_8192" instead of "box_64_8192_8192" since it was kind of redundant. • Made it so that the megalith asteroids in "(8P) Andromeda" can be attacked. Their health is very high, though - more than 10 times that of the Hiigaran mothership. • Increased the ranges of the hyperspace inhibitor and defense field abilities of the megalith asteroids in "(8P) Andromeda". 1.21.0 - 2015/03/30 • Redesigned "(4P) Metaball Madness" to be a FFA random map with better-looking blobs. • Added some easyPatches to "(4P) Metaball Madness", and reduced the number of the largest asteroids in the surrounding area. • Changed the way wall panels are selected and placed in "(8P) Greek Cross Fractal". • Added some easyPatches to "(8P) Greek Cross Fractal". • Switched to using a different texture for the wall panel objects. 1.20.0 - 2015/03/26 • The mod now uses customized model assets, meaning the maps can no longer be played online without all players having the mod installed. • Added a gametype Lua file to prevent players from using the maps without also having the mod. • Re-added hyperspace inhibitors to Andromeda. • Added seven new maze maps with custom megalith walls: "(2P) Go Around", "(3P) Hex Maze Small", "(2P) Block Maze", "(8P) Greek Cross Fractal", "(6P) Menger Sponge", "(6P) Hex Maze Big" and "(4P) Flat Maze". These were all taken from my "HW2 BlockMaze" experimental mod. There are still issues with ships flying through the walls when they shouldn't. I don't think these issues are solvable. • Maps once again use the dofilepath function to load "MapFunctions.lua". • Split some of the utility functions off into "utilfunc.lua" taken from my HW1 & HWC Classic Maps mod. • Updated to the latest version of "utilfunc.lua". The change means that random seeds need to be declared in a different manner than before. • Certain maps now use LuaBit v0.4 from http://luaforge.net/projects/bit/. • Renamed many of the variables storing random seeds simply to be consistent. • Recalculated many of the random seeds used for things like random music and backgrounds so that maps don't all use the same decorations. • Added more pebbles to "4p_Plasma_Globe" to make the shape more apparent. • Updated "2p_Gallery_Resources" and "2p_Gallery_Ships" to reflect the latest HWRM objects. 1.19.3 - 2015/03/18 • Fixed crash bug in Strange Attractor. It was referencing the text clouds I made to make the level thumbnails. 1.19.2 - 2015/03/10 • New level thumbnails made using my text clouds. • Some minor tweaks to the maps. 1.19.1 - 2015/03/04 • Levels can now select randomly from HW1 music and backgrounds as well. • Fixed overlapping resources in "8p_Andromeda.level". • Homeworld 2 is no longer supported. 1.19.0 • Converted some six player maps to eight players. • New level thumbnails for HWRM. • Changed the title of the collection to "Mikali's Multiplayer Map Collection". • Renamed the folder structure to "HWR_MikaliMaps". 1.18.2 • Fixed a bug in the map functions that was preventing a map from loading properly. 1.18.1 • Appended "MapFunctions.lua" to the end of each level so they can be safely shared/loaded with people who don't already have the maps installed. 1.18.0 • Created "6p_Voronoi_Steppes.level" using Rhino3D and Grasshopper. I've included the Grasshopper script along with the map. • Updated "6p_Harmonograph.level" due to changed syntax of the "harmonographAdd" function. 1.17.0 • Renamed "4p_Torascope.level" back to "Tora! Tora! Tora!". • Created "5p_Rheotomic_Spaces.level" using Daniel Piker's Rheotomic Surfaces tool for Rhino3D and Grasshopper as a guide. • Fixed a bug in the "harmonographAdd" function. The shapes produced by "6p_Harmonograph.level" should be a lot prettier now. • There were still some instances of the default Lua "random" function being used in "4p_Spiral_Galaxy.level". Replaced those with calls to "srandom". • There are now two new experimental maps - "4p_heightmapAdd.level" and "4p_blobAdd2.level" - named after the two functions they were meant to test. Don't expect the gameplay to be any fun on these maps, however. 1.16.1 • The random background and music functions now take a seed value as per the other random functions. All the maps needed to be updated. • Increased the number of players in "4p_Spline_Crazy.level" from 4 to 6 and is now called "6p_Spline_Crazy.level". • Tweaks to "6p_Spline_Crazy.level". Positions are now top vs. bottom instead of random, and the y-axis has been shortened by one third. • Put all objects in "6p_Andromeda.level" on the same rotated plane, including the player starting positions. • Reduced the number of resource patches in the innermost ring of "6p_Andromeda.level" from 6 to 3. • Level names now appear light-blue in the level selection menu during skirmish setup. (Thanks Stargazer!) • Tweaks to level thumbnails. The thumbnails now show dice if the map a random one, a Relic Entertainment logo if the map is from the default singleplayer game, and a radiation symbol if the map has a radioactive area in the middle. • Renamed "4p_Field_Strength.level" to "4p_Scalar_Field.level". 1.16.0 • Created "4p_Field_Strength.level". • Tweaks to "4p_Metaball_Madness.level". • Tweaks to "4p_Spline_Crazy.level". 1.15.0 • Add more asteroids to "2p_The_Squash.level" and made the map symmetrical. • Removed "6p_The_Back_Alley.level". It was not a good map. • Tweaked "4p_Metaball_Madness.level". I changed the seed for the PRNG. The map looks vastly different as a result. • Tweaked "6p_Have_a_Ball.level". I added a few more lines of latitude so the sphere looks a more defined. The effect is only cosmetic, however. • Recreated all the level thumbnails at a higher resolution. They should appear more crisp in the level selection menu now. • The "easyPatch" function now generates one additional asteroid. • Fixed the flattened branches of "4p_Plasma_Globe.level". • Fixed the very center of "4p_Plasma_Globe.level" which had overlapping re- sources. • Created "4p_Spline_Crazy.level". 1.14.0 • Created "4p_Plasma_Globe.level". • Created "6p_Chicken_Scratch.level". 1.13.0 • Fixed "4p_Metaball_Madness.level" having too few resources. The "blobAdd" function also now accepts distribution tables as per most of the other functions. • Tweaks to "4p_The_Squid.level". There are now slightly more asteroids, and the arms now have identically placed resources. The large asteroids at each spawn point have been removed, however. • Implemented yet another pseudo random number generator, requiring small changes to all the maps. (Though sometimes changes that produced widely differing shapes.) 1.12.0 • Tweaks to "6p_Bentus_Meltdown.level". I modified the "ringAdd" function to place the elliptical rings around one of their foci. This adds a bit of asym- metry to the map. • Tweaks to "6p_Harmonograph.level". Added more asteroids, and distributed them randomly throughout the curve. (The map was like this originally.) • Tweaks to the random number seeds of all maps. The seed number should always be below 65536 or it will negatively affect the random distribution, accor- ding to http://love2d.org/forums/viewtopic.php?p=134477#p134477. • Tweaks to "5p_Electromagnetic_Doily.level". There is now radioactive debris in the center of the map. • The map thumbnails now tell you whether positions are top vs. bottom, odds vs. evens, random, etc. 1.11.0 • Tweaks to "4p_Metaball_Madness.level". • Renamed "4p_Death_Spiral.level" back to "4p_Spiral_Galaxy.level", its original name. • Added extra resources to "4p_Spiral_Galaxy.level". • Updates to all level files to comply with the new pseudo random number generator. • Removed "4p_Twisted.level" from the collection since "6p_Harmonograph.level" was added and is so similar. • Removed "6p_Bentus_Random.level" from the collection because I felt it was redundant. • Fixed a bug in "6p_Gehenna.level" that caused some dustclouds to not appear. • Fixed a bug in the "globeAdd" function that was causing the bottom ring in "6p_Have_a_Ball.level" to not appear. • Converted the thumbnail images from ROT back to TGA. TGA is easier to edit. 1.10.0 • Created "6p_Curve_Stitch.level". • Tweaks to "5p_Electromagnetic_Doily.level". 1.9.0 • Created "5p_Electromagnetic_Doily.level". 1.8.0 • Created "4p_Strange_Attractor.level". • Small tweaks to "6p_Harmonograph.level". • Increased the number of resources in "4p_Metaball_Madness.level". 1.7.1 • Small bug in harmonograph code. Updated "6p_Harmonograph.level". 1.7.0 • Created "6p_Harmonograph.level". 1.6.0. • Created "4p_Metaball_Madness.level". 1.5.0 • Updated all maps to use the current map function syntax. • The custom map functions and map collection are now distributed together instead separately. • The maps all transclude "MapFunctions.lua" now, so they will no longer function in multiplayer if the other player hasn't also installed the map functions. 1.4.3 • Created "4p_Twisted_Knot.level". • Levels are no longer compiled. 1.4.2 • Fixed some buggy clouds and dust clouds in (6P) Gehenna. 1.4.1 • Removed the fix from the previous version that caused all "player" tables to be indexed starting with the number 1. Now all "player" tables are indexed starting with the number 0 (the original behavior). 1.4.0 • Fixed the bug where only half the correct number of start positions were being created in (6P) Bentus Meltdown. • Fixed the bug in those maps where the "player" table was not indexed starting with the number 1. 1.3.9 • Added more RUs to (6P) Klein Bottle. • Recompiled the maps -- this time without using the "-s" switch. This means that they can be decompiled again using LuaDC. 1.3.8 • Added (6P) Klein Bottle. • Removed (6P) Tora! Tora! Tora!. 1.3.7 • Fixed the bug in (4P) The Squid where the second set of resources weren't appearing. • Fixed the bug in (6P) Have a Ball where too many RUs were placed at the poles. 1.3.6 • Changed (4P) Tora! Tora! Tora! back to the way it was originally. • Changed the "Meg_Asteroid"s in (6P) Andromeda to "Meg_AsteroidMP". • Reduced the number of RUs in (4P) The Squid by half. • Replaced the two center resource patches in (6P) Have a Ball with a single patch. 1.3.5 • Added (2P) Ship Gallery. • Added (2P) Tutorial Mission No.1. • Added (2P) The Squash. 1.3.4 • (6P) Have a Ball has been reduced in size and RU amount. 1.3.3 • Added (4P) The Squid. 1.3.2 • Added additional dust clouds and resources to (4P) Tora! Tora! Tora!. • (6P) Back Alley reverted to a previous version since changes were lost in an accident... • Reduced the file sizes of (6P) Gehenna and (2P) Veil of Fire by placing all objects in tables (though this has no effect once compiled). 1.3.1 • Start positions in (4P) Tora! Tora! Tora! are a little closer to each other now. • Asteroids now all start out with 100% RU value in (6P) Back Alley. 1.3.0 • All level files have been compiled for improved performance and smaller filesize. 1.2.0 • Had to fix all the maps so that they no longer load "MapFunctions.lua", as this was causing sync errors. The code has been copied directly into each level file, instead. • Removed "MapFunctions.lua" from the archive, as it is no longer needed. • Added (6P) Tora! Tora! Tora! 1.0 to the collection. 1.1.1 • Slight change to '6P Andromeda'. 1.1.0 • Converted the .TGA map thumbnails to .DDS and then .ROT to reduce filesize. 1.0.0 • Initial release. ================================================================================ TO DO LIST/NOTES • I'm tempted to place some salvage debris in the center area of Andromeda. Alternately, I could place some radiation clouds in the center. But there may be enough maps with radiation already. • There are still major issues on the maze maps with ships "cheating". It shouldn't be possible to squeeze between adjacent panels when there are zero units of space separating them. I don't think these issues are solvable without having the game source code. • Should probably rename the panel objects to "panel_x_y_z" and reserve the title "box" for the cube-shaped objects. • Should harvestable asteroids and clouds disappear after being depleted? Is this even possible? • Since "asteroid_m_1" and "asteroid_m_1" are now harvestable and provide additional RUs, all affected maps need to be rebalanced. • Maps that possibly have too many RUs include: "Scalar Field", "Strange Attractor", and "Spline Crazy". • "The Squash" should be turned into a 4-player map. • "Rheotomic Spaces" is overall just a crappy map. • "Curve Stitch" isn't great either, but could be improved without much work. • "Have a Ball" is very boring. I could remake it in the shape of a basketball, instead. • "Klein Bottle" is unexciting as well. I would like to remove the Easy Patches and replace them with something else. Dunno what. • Not sure if the hyperspace inhibitor asteroids in "Andromeda" should have the hardpoints with the little subsystem nodules stuck to them. Keep in mind that the ability to rebuild these little subsystems may require changes to the build and research scripts of every race, including races created by other modders. (Not 100% sure, though.) • "Bentus Meltdown" has too many Easy Patches and too few clouds in the rings. • In "Chicken Scratch" maybe replace the asteroids and pebbles with pink nebula chunks like in HW1C. • Clouds obscure asteroids too much. Asteroids become hard to see. • The larger asteroids should maybe also be represented by pixels in sensors manager since the 3D models are hard to make out. • Should maybe make it so that the spline endpoints aren't too close to one another in "Spline Crazy". • The map thumbnails were captured before I brighted the pebbles and asteroids, I believe. As a result, the thumbnails are very faint and hard to make out. I need to re-capture all of them at some point. • "Metaballs II" does not have a thumbnail yet. • The text clouds don't seem to work with the 2.0 patch's new HOD format. They will crash the game. • Pebbles should maybe only exist in the nondeterministic chunk of a level file. • The clouds in HWRM are much fainter than they were in HW2C. Need to find some way to fix them so they are more visible. • Harvestable dustclouds and nebulae need to be processed by the "appendShape" function as well. • Unfortunately, strings in this mod are nearly always case-sensitive. For instance, "Asteroid_1" and "asteroid_1" are two different things, and "DustCloud" and "dustcloud" are also not the same. The game in general is more flexible, however, and often allows you to use your own preferred capitalization. • I could create a gametype flag that sets the PRNG seeds differently depending on whether the match is a skirmish versus the CPU or a true human-human match.