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From: Eric McDonald <mcdonald@phy.cmich.edu>
To: Lincoln Peters <sampln@sbcglobal.net>
Cc: Xconq list <xconq7@sources.redhat.com>
Subject: Re: Bug in side_controls_unit
Date: Wed, 15 Sep 2004 03:18:00 -0000	[thread overview]
Message-ID: <4147B18D.1080106@phy.cmich.edu> (raw)
In-Reply-To: <1095204082.15989.7.camel@localhost>

Lincoln Peters wrote:

> Attached to the bottom of this message is necromancer.g, the game module
> I wrote to test the unit control code.  While testing it, I have
> experienced crashes which I have traced back to the side_controls_unit
> function, and I have experienced non-fatal logic errors in which units
> become uncontrolled after moving, even if they're still well within
> control-range of a unit that can control them (and that is itself
> controlled).  These logic errors are usually followed very soon by a
> segfault.

Sounds like a bug. I will look into it as soon as I finish taking care 
of stuff for Elijah.

> (table unit-control-chance
>   (u* u* 0)				;; Most units are unable to control other units.
>   (places u* 100)			;; Places can control nearby units.
>   (necromancer u* 100)			;; Necromancers can control *all* of their
> minions.
>   (vampire unintelligent-dead 100)	;; Vampires can control unintelligent
> undead.
>   (lich dead 100)			;; The lich can control any undead.
> )
> 
> (table unit-control-range
>   (u* u* 0)
>   (knight commoner 4)			;; Knights can (try to) aid lost villagers.

Shouldn't knights have a 'control-chance' greater than 0 vs. commoners, 
in order for the range to mean anything?

Eric

  reply	other threads:[~2004-09-15  3:06 UTC|newest]

Thread overview: 3+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2004-09-15  3:06 Lincoln Peters
2004-09-15  3:18 ` Eric McDonald [this message]
2004-09-15  5:45   ` Lincoln Peters

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