From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 9299 invoked by alias); 22 Sep 2003 05:25:53 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 9292 invoked from network); 22 Sep 2003 05:25:50 -0000 Received: from unknown (HELO smtp806.mail.sc5.yahoo.com) (66.163.168.185) by sources.redhat.com with SMTP; 22 Sep 2003 05:25:50 -0000 Received: from adsl-64-175-251-206.dsl.sntc01.pacbell.net (HELO ?192.168.1.102?) (sampln@sbcglobal.net@64.175.251.206 with plain) by smtp-sbc-v1.mail.vip.sc5.yahoo.com with SMTP; 22 Sep 2003 05:25:49 -0000 Subject: Bugs in Bellum Aeternum From: Lincoln Peters To: Xconq list Content-Type: text/plain Organization: Message-Id: <1064208340.24452.349.camel@odysseus.peterslan> Mime-Version: 1.0 Date: Mon, 22 Sep 2003 05:51:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2003/txt/msg00439.txt.bz2 A few bugs I found in Bellum Aeternum: 1. If a unit that is restricted to clear terrain (e.g. armor, engineers) tries to move from a road on such a restricted area area into another unit (e.g. sea transport in neighboring coastal waters), it vanishes! Perhaps you should should use vanishes-on more carefully (i.e. don't . 2. It is currently allowed for units that cannot cross forests, mountains, or swamps without a road to get off the roads while in such terrain. This can have the result that a unit gets stuck in a cell from which it cannot escape (e.g. a plain cell surrounded on all sides by mountain and forest). Perhaps you should use mp-to-leave-terrain to prevent this (it might also fix bug #1). And a few problems that might not be bugs: 3. I think you should set the capacity of towns to something greater than 2. Currently, if a town has one unit as a garrison and one under construction, it is impossible for any other units (except aircraft) to pass through!