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Re: Standard game problems in windows (20031214) version
On Tue, Dec 16, 2003 at 11:42:51AM -0500, Eric McDonald wrote:
Hello!
> This behavior was present in Xconq prior to the new path
yep!
i address it with standing orders :D
> code. I agree that it is annoying. If you move any unit past its
true!
> SupplyLow threshold, you will see this behavior. Again, I am going
> to wait for Peter to make his move first before trying to do
> anything about it.
that would be really nice!
> There is at least one complication here:
> Suppose that a unit's path becomes blocked or its destination
> is captured while it is en route. If we blindly follow the path,
> ignoring the SupplyLow indicators, then we risk losing or
> paralyzing the unit due to overconsumption of supplies. I suppose
> that one could recheck the path for blockage after each move, but
> this might be costly in terms of CPU (it would still be cheaper
> than recomputing the path after each move, I think).
what about recomputing the path to the nearest resupply source when we
hit the low supply case (and eventually compare it to the destination)?
> > Have I mentioned yet, that I would love to see patrols implemented?
>
> I think we all would. This is one of the things I intend to look
> into once we have 7.5 released.
wheres the problem? they are allready implemented???
i use regularly patrols since years now??? .....
the solution are standing orders....
the only problem i have is that i seem unable to clear standing orders,
i can only redirect them, since the 'none' task has a real bad
behaviour on fighters :D
> Thanks. I think so too.
yup definitely :D
--
ciao bboett
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bboett@adlp.org
http://inforezo.u-strasbg.fr/~bboett
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