Here's the thing about the rigged warriors: there is no Python access to the NLA. I'm going to have to write it myself. This might take a couple of weeks. I'm going to contact Hos, who did some major work to the NLA and Actions code to see if he'll give me a synopsis of how the code works. Once that's done, though, first tests ought to be done on hoverbots, getting the NLA stuff to work with auxiliary motion before tackling walkcycles.
I only have a couple more things to do on this stage of the project before I build a GUI. I've been prepping the code for that this morning. Mr_Rob, have you used mySQL before? What platform are you on? I know this was your idea from the beginning, and if you'd like I can let you run remote tests once there's a GUI, to get user issues with the mySQL integration hammered out.
New Addition as of this morning: Each actor is randomly assigned a "turn", which is an integer slot among the resolution of the sim. If you're having the sim run once every twelve frames, then you have 12 "turn" slots. Keys are then generated with offsets corresponding to the turn slot the actor occupies. This gives a much better overall look, as it appears that Actors are not all moving, changing orders, etc. en masse, but as individuals. The order in which actors are now evaluated is based on their turn slots and relative speeds. Previously, it was based on creation order.