From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 24347 invoked by alias); 21 Sep 2004 00:48:30 -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 24331 invoked from network); 21 Sep 2004 00:48:30 -0000 Received: from unknown (HELO smtp809.mail.sc5.yahoo.com) (66.163.168.188) by sourceware.org with SMTP; 21 Sep 2004 00:48:30 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@67.121.168.201 with plain) by smtp809.mail.sc5.yahoo.com with SMTP; 21 Sep 2004 00:48:29 -0000 Subject: Re: New Game, Some Little Bugs From: Lincoln Peters To: Elijah Meeks Cc: Xconq list In-Reply-To: <20040921004353.24925.qmail@web13125.mail.yahoo.com> References: <20040921004353.24925.qmail@web13125.mail.yahoo.com> Content-Type: text/plain Message-Id: <1095727847.15989.37339.camel@localhost> Mime-Version: 1.0 Date: Tue, 21 Sep 2004 01:10:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg01204.txt.bz2 On Mon, 2004-09-20 at 17:43, Elijah Meeks wrote: > 1. The shields don't regenerate. Shield and Damaged > Shield units have hp-recovery of, respectively, 10 and > 5, but it doesn't seem to take. It's not related to > being occupants, they don't heal outside of the unit, > either. I don't get it. Try settings them to 10.00 and 5.00, respectively. If you don't represent the numbers as floating-point values, they are assumed to represent 1/100 of a hitpoint each. Thus, shields will regenerate roughly 1 hitpoint per 10 turns and damaged shields will regenerate roughly 1 hitpoint per 20 turns (it's not exact because decimal values are treated as probability of a whole hitpoint being regenerated). --- Lincoln Peters Tonight you will pay the wages of sin; Don't forget to leave a tip.