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If you visit recent mods you'll see a new visitor comes once a week:)
So what I'm saying go ahead and do smth fresh but don't expect any kind of feedback:)
I think Outpost starts are potentially interesting (fast access to temples + No elves or Fairgrounds) but having no access to statues means Rogues/Warriors of Discords can be made to attack yourself
Red Guilds
Currently no option to fight heroes besides the other player(no need for AI City, just scripted hostile to all rogues guild, etc) Possibly also as an off-map wandering monster setting (this would be nice both to add to freesyle and ultiplayer)
Boss settings
Vendrall etc not available in Multiplayer currently. Definatelly need a time delay or to stick to their Lair (don't want to repeat the problem of the Arcane Magic Freestyle setting's day 0 Spider Rush)
Unusual enemies
Rust Spitters, Dryads, Roc,etc have no real maps dedicated to them
I find Co-op lonely on settings other than the Embassy one because without team vision, on the more monster intense maps you don't get to meet each other for a long time
Building Restrictions
One of a Kind - decent setting that prevents cheesy stuff
No Fairgrounds / Sorceror's Abode - probbably not for everyone but playing with and without these 2 buildings is night and day, so having a setting where players don't auto-include them could be interesting.
0 Marketplace + Starting Marketplace
Kind of puts in an extra "lose condition" on top of the overly sturdy Palace
As far as I remember when I tested I could not get to work computer players in multiplayer properly. Because freestyle singleplayer/multiplayer lobbies override some important data.
The only way I managed to get AI to work is to get 4 players/game clients (multiplayer scenario). After game starts player 3 and player 4 should leave and AI will take hold. Without real player starting(or game client) it won't work. All that is too much of a hustle.
The restriction is about having other's player stuff like player 3-4-5-6-7. Their's palaces, etc.
Without proper lobby settings they can't be spawned from scripts.
However, if mod is about spawning mobs or new stuff then it can work in multiplayer. We tested it and it worked. Tested new vikisrule buildings, constantly spawning mobs, etc. that sort of things.
So some coop scenarios are possible, if there's anybody to create those :P
SO, Standalone AI is not for multiplayer (to my greatest regret). Random map itself is singleplayer quest and can't be launched in MP. But, its functionality could be copied into mod by someone to work in MP.
All that testing was quite a while ago but I could try to recall on how to enable mods in multiplayer.