public NetworkNewGameSettingsControl()
        {
            InitializeComponent();

            myPlayerControl = new MyHumanPlayerControl
            {
                Parent = myUserPanel,
                Dock   = DockStyle.Fill
            };
            myPlayerControl.Show();

            // TODO: get the code better
            mapSettingsControl.OnMapChosen += (sender, args) =>
            {
                int maxOtherPlayers = Math.Max(0, TotalPlayersLimit - 1);

                aiPlayersNumberNumericUpDown.Maximum    = maxOtherPlayers;
                humanPlayersNumberNumericUpDown.Maximum = maxOtherPlayers;

                aiPlayerSettingsControl.PlayersLimit = maxOtherPlayers;
            };
            // initialize
            int maxPlayers = Math.Max(0, TotalPlayersLimit - 1);

            aiPlayersNumberNumericUpDown.Maximum    = maxPlayers;
            humanPlayersNumberNumericUpDown.Maximum = maxPlayers;

            aiPlayerSettingsControl.PlayersLimit = maxPlayers;

            previousAiPlayersNumber    = aiPlayersNumberNumericUpDown.Value;
            previousHumanPlayersNumber = humanPlayersNumberNumericUpDown.Value;
        }
        public SingleplayerNewGameSettingsControl()
        {
            InitializeComponent();

            myHumanPlayerControl = new MyHumanPlayerControl
            {
                Parent = myPlayerPanel,
                Dock   = DockStyle.Fill
            };
            myHumanPlayerControl.Show();

            previousPlayersNumber = aiPlayersNumberNumericUpDown.Value;
            aiPlayersNumberNumericUpDown.Maximum = mapSettingsControl.PlayersLimit;
            aiPlayerSettingsControl.PlayersLimit = mapSettingsControl.PlayersLimit;
            // when the map is chosen, update maximum values
            mapSettingsControl.OnMapChosen += (o, e) =>
            {
                aiPlayersNumberNumericUpDown.Maximum = mapSettingsControl.PlayersLimit - 1;
                aiPlayerSettingsControl.PlayersLimit = mapSettingsControl.PlayersLimit - 1;
            };
        }