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Attached is my attempt at a minimal game in which building can be tested and bad behaviour demonstrated. The file as attached comes close to the behaviour I wanted - builds immediately, builds take material from treasury, default run of one unit (not "as many as possible"), builds anywhere within a controllable radius. This is good enough. The only remaining issue is that it requires the shop to be given ACP, so I hope I'll be able to make the shop stay asleep when it isn't wanted. I haven't been able to find a solution that uses acp-independent; acp-independent always gives me undesired behaviour in one form or another, sometimes quite bizarre. Several of my failed attempts create behaviour where new units will be built into the target cell until it's full, then into every one of the six cells surrounding the builder until those are full as well. Builders seem to generally behave better if they have some capacity and are building new units as occupants of themselves, but that's no panacea. It looks to me like one of the problems is that we aren't clear on the difference between "build" and "create". It looks like the first action used to make a new unit is supposed to be a "create", and any subsequent actions (if and only if additional actions are needed beyond the first, and that is not the default) are supposed to be "build". But the "create" action checks both the "build" and "create" tables for permission to do its thing, and the "build" command in the UI isn't clear on which kind of action it actually initiates. It looks like it initiates either or both, and sometimes also "move". -- Matthew Skala mskala@ansuz.sooke.bc.ca Embrace and defend. http://ansuz.sooke.bc.ca/
Attachment:
bldtest.g
Description: Text document
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