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Truper said:
I think those decisions are made on the client machine when a battle is watched. As I understand it, the host passes the starting state of a battle and a random seed to the client (as well as the battle's result). If you want to watch it, the client has to duplicate the decision-making process so it can display the results. Otherwise the host would have to pass all the events of a battle to the client, down to the Last sword thrust, resulting in really huge turn files.
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I suppose you're right about the facts, though it would certainly be possible to have the turn file contain the result of all choices in a battle that were the result of a long decision-making process (it might require integrating several different "threads" in the random number generator, and other adjustments, but it would make it possible to include a real tough AI decision process in the turn generation, without either making the turn files huger or slowing down the battle replays).