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Re: Xconq issues that I've seen
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Hans Ronne <hronne at comhem dot se>
- Cc: Elijah Meeks <elijahmeeks at yahoo dot com>, <xconq7 at sources dot redhat dot com>
- Date: Wed, 19 May 2004 19:04:57 -0400 (EDT)
- Subject: Re: Xconq issues that I've seen
On Wed, 19 May 2004, Hans Ronne wrote:
> Right. The treasury was something I added specifically for the benefit of
> advanced units, and it is not fully supported for other units types. Eric
> has been working with treasury support for non-advanced units recently, but
> there is still no automatic transfer of the unit's supply to the treasury,
> like there is for advanced units.
>
> >From looking at the code, it seeems that there is currently a special cased
> where the automatic transfer does work as intended, and that is if you set
> the unit's storage space to 0. But it should of course work for all units,
> also those that can store the material.
Sure, and I thought it did already, which is why I only concerned
myself with the non-storage case.
> Strange. Firing by the AI works fine in the Magnuszew game, which is the
> way to test the firing code. So there must be something wrong with your
> game. I suggest you compare it to Magnuszew carefully and check if
> something differs. Perhaps the enemy units are not visible to the AI, or it
> cannot hurt them with fire even if it hits them? In either case it will not
> fire.
There is another possibility: the victim-finder may think the
other unit is too powerful to assail. It should still choose to
use fire (or ranged attack) to snipe at another unit, even if that
unit is more powerful. Probably some more tuning needs to be done
with the victim rating code in that aspect.
> It would be useful to know what the units you think should be firing are
> doing instead (plan and tasks).
Yes, it would. Then I could set conditional debugger breakpoints
based on unit type. Elijah, I think you mentioned Carriers before?
Eric