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AI "Base Nodes" in Multiplayer

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AI "Base Nodes" in Multiplayer
Traditionally, it has been practically impossible to control AI base building behaviour in multiplayer maps with the TS engine. The AI has had a more or less hardcoded build order, placement pattern and count for its buildings. This has made it cumbersome to have AI bases that are both functional and pretty in multiplayer, which has limited co-op mission design. This has not been the case in singleplayer, where the game offers a way to precisely define the AI's base layout and structure build order through a system known as Base Nodes. I've now hacked the engine to make it possible to use the singleplayer Base Node logic in multiplayer maps. This will give us full control over AI base layouts in co-op missions, removing one obstacle from mission design.

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