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Re: More on advanced units
- From: Hans Ronne <hronne at pp dot sbbs dot se>
- To: Lincoln Peters <peters2000 at mindspring dot com>
- Cc: xconq7 at sources dot redhat dot com
- Date: Thu, 6 Jun 2002 00:39:44 +0200
- Subject: Re: More on advanced units
>First, it seems that if an advanced unit moves from one cell to another,
>it covers both the old and the new cell, regardless of its size and
>defined reach. If it keeps moving, it covers every cell that it has
>ever occupied (as long as those cells were not already in use by other
>units).
Advanced units were not designed to move around. So the unit move code does
not know how to clear cell usage. I will look into this.
>Second, whenever an advanced (not necessarily acp-independent) unit
>vanishes for any reason other than starvation (e.g. it's destroyed in
>combat), Xconq segfaults. That's probably what was going on when, in
>"Space Civilization", I tried to allow each civilization to build the
>next higher civilization (I used hp-to-garrison to make the old
>civilization vanish when the new one completed).
None of the current games have advanced units that can be destroyed (only
captured). So this may well be a new bug. Possibly related to non-clearance
of cell usage on unit death, followed by reference to a non-existent user
(the dead unit). If you email me your game that segfaults I will look into
this, too.
Hans
Hans Ronne
hronne@pp.sbbs.se