From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 18824 invoked by alias); 31 Oct 2004 22:27:00 -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 18815 invoked from network); 31 Oct 2004 22:26:59 -0000 Received: from unknown (HELO smtp811.mail.sc5.yahoo.com) (66.163.170.81) by sourceware.org with SMTP; 31 Oct 2004 22:26:59 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@64.175.251.169 with plain) by smtp811.mail.sc5.yahoo.com with SMTP; 31 Oct 2004 22:26:59 -0000 Subject: More terrain coating issues From: Lincoln Peters To: Xconq list Content-Type: text/plain Message-Id: <1099261618.26829.6570.camel@localhost> Mime-Version: 1.0 Date: Fri, 05 Nov 2004 21:37:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg01388.txt.bz2 I've been working on a test module that demonstrates how omniterr.g might be used in a game that someone might actually want to play. However, I've run into two problems: 1. I created "engineer" units that can theoretically add and remove terrain coatings, thus allowing a side to alter its environment (essential if the map has no environment to start with!). However, when I try to have an engineer add a coating, the "add terrain" command appears to complete with no errors (thus burning an ACP, probably would also burn materials if I had enabled consumption-per-add-terrain). However, the map is unchanged! When I run Xconq with the -D option, I get the following output from the "add terrain" command: Moving s1 e 2 (6,24) (0/1, buzz 0) with plan type Passive waiting supply_alarm no tasks s1 e 2 (6,24) doing [add-terrain 6 24 1 31 (#2)] with 2 acp left s1 e 2 (6,24) action [add-terrain 6 24 1 31 (#2)] result is action-done, 1 acp left 2. The code for advanced units seems to get confused if none of the cell terrain within its reach can produce any materials. If the cell has several coatings that produce materials, those coatings are completely ignored. 3. I can't figure out how to make terrain consume materials. Usually such a thing is unnecessary, but if a game is set up to track soil nutrients, it would be a good way to prevent players from trying to place vegetation in an inappropriate area (e.g. tropical rain forest in a polar ice cap). 4. Xconq doesn't complain if an illegal edge terrain, such as a coating, is specified. It proceeds as if the terrain type was legal, apparently by treating it as cell terrain. Fortunately, the consequences of the bug seem to be harmless. Finally, I have a new version of omniterr.g, plus the current pre-alpha version of my test module (loosely based on empire.g), should it be helpful for reproducing the aforementioned bugs (it exhibits #1 and #2): http://homepage.mac.com/lmpeters/omniterr.g http://homepage.mac.com/lmpeters/imperium.g --- Lincoln Peters I don't know anything about music. In my line you don't have to. -- Elvis Presley