From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 3053 invoked by alias); 27 Aug 2004 16:04:38 -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 2982 invoked from network); 27 Aug 2004 16:04:34 -0000 Received: from unknown (HELO rwcrmhc12.comcast.net) (216.148.227.85) by sourceware.org with SMTP; 27 Aug 2004 16:04:34 -0000 Received: from [192.168.181.128] (c-67-172-156-222.client.comcast.net[67.172.156.222]) by comcast.net (rwcrmhc12) with ESMTP id <20040827160432014007q17re>; Fri, 27 Aug 2004 16:04:32 +0000 Message-ID: <412F5B74.2040602@phy.cmich.edu> Date: Fri, 27 Aug 2004 17:09:00 -0000 From: Eric McDonald User-Agent: Mozilla Thunderbird 0.7.1 (Windows/20040626) MIME-Version: 1.0 To: Elijah Meeks , xconq7 Subject: Re: CXP??? References: <20040827050942.5961.qmail@web13122.mail.yahoo.com> In-Reply-To: <20040827050942.5961.qmail@web13122.mail.yahoo.com> Content-Type: text/plain; charset=us-ascii; format=flowed Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg01046.txt.bz2 Elijah Meeks wrote: > I have yet to see a unit gain experience from a > fire-action, except in cases where the unit it's > firing on is adjacent. It would seem that someone was a bit sloppy with the code, and "recycled" the 'chance' variable for determining retreat chance, after using it for hit chance. So, if the defender's retreat chance is 0% (the default), then no combat experience is gained. This is a bug by any other name. I will fix it in my sources. Until you have a new Xconq release to play with, I would recommend that you set the 'retreat-chance' to 1% for all units (unless you wish them have a higher retreat chance for other reasons); this weird hack should allow for combat experience to be gained. > I think, barring seperate tables for cxp-per-attack, > cxp-per-hit, cxp-per-defend, cxp-per-capture and > cxp-per destruction, I say keep it all as cxp for each > attack and keep it two-way. You should get experience > for surviving certain attacks but, of course, it would > seem more realistic if you were able to tailor them. This is what I was getting at. However, I plan on leaving things the way they are for the time being. Eric