From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 32018 invoked by alias); 22 Jun 2003 02:59:21 -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 28795 invoked from network); 22 Jun 2003 02:57:45 -0000 Received: from unknown (HELO mail1.panix.com) (166.84.1.72) by sources.redhat.com with SMTP; 22 Jun 2003 02:57:45 -0000 Received: from panix5.panix.com (panix5.panix.com [166.84.1.5]) by mail1.panix.com (Postfix) with ESMTP id 06F7248BDE; Sat, 21 Jun 2003 22:57:45 -0400 (EDT) Received: (from kingdon@localhost) by panix5.panix.com (8.11.6p2/8.8.8/PanixN1.1) id h5M2vjU07318; Sat, 21 Jun 2003 22:57:45 -0400 (EDT) Date: Sun, 22 Jun 2003 04:24:00 -0000 Message-Id: <200306220257.h5M2vjU07318@panix5.panix.com> From: Jim Kingdon To: hronne@telia.com Cc: xconq7@sources.redhat.com In-reply-to: (message from Hans Ronne on Sun, 22 Jun 2003 03:08:00 +0200) Subject: Re: Important changes in the Xconq API References: X-SW-Source: 2003/txt/msg00228.txt.bz2 > There used to be "extra" space for units available in cells that had > connections, since the connections also could store > units. Unfortunately, this caused serious problems Getting rid of this is probably right. A long time ago I remember some kind of bug in the standard game whereby I had a ship and would then click on a river (where the river was between two land cells), and the ship would just disappear rather than sailing down the river (I was new to xconq, so I'm sure there was plenty I didn't understand - not least of which that ships are a poor use of construction points in the standard game, but I digress. So I don't really know exactly what I did, but I'm pretty sure that the ship really did disappear). I don't know if your fix would be related, but the fix does sound right. Seems like games should use mp-to-enter-terrain rather than the extra space you describe.