From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 18559 invoked by alias); 4 Jan 2005 02:22:49 -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 18500 invoked from network); 4 Jan 2005 02:22:41 -0000 Received: from unknown (HELO rwcrmhc13.comcast.net) (204.127.198.39) by sourceware.org with SMTP; 4 Jan 2005 02:22:41 -0000 Received: from [192.168.181.128] (c-67-176-41-158.client.comcast.net[67.176.41.158]) by comcast.net (rwcrmhc13) with ESMTP id <2005010402223901500cl3uve>; Tue, 4 Jan 2005 02:22:40 +0000 Message-ID: <41D9FDE9.5080307@phy.cmich.edu> Date: Tue, 04 Jan 2005 02:22:00 -0000 From: Eric McDonald User-Agent: Mozilla Thunderbird 0.8 (Windows/20040913) MIME-Version: 1.0 To: Lincoln Peters CC: Elijah Meeks , Xconq list , Xconq developers mailing list , Xconq general mailing list Subject: Re: Developer release of knightmare.g References: <20050103224836.49045.qmail@web13126.mail.yahoo.com> <1104795405.5085.18.camel@localhost.localdomain> In-Reply-To: <1104795405.5085.18.camel@localhost.localdomain> Content-Type: text/plain; charset=ISO-8859-1; format=flowed Content-Transfer-Encoding: 7bit X-SW-Source: 2005/txt/msg00013.txt.bz2 Lincoln Peters wrote: > On Mon, 2005-01-03 at 14:48 -0800, Elijah Meeks wrote: > >>I opened up knightmare.g and received an error >>reporting that 'The unit type form has no property >>named size-min' which seems to relate to the various >>cities. Was that meant to be a size-max? > > No. "size-min" is the minimum size that an advanced unit is allowed to > be (e.g. a metropolis of size 1 would be a bit too weird). > > It didn't give me any errors. When did you last update your copy of > Xconq? An error would cause an abort. It was probably a warning. And you may not have seen it if you started Knightmare from the command line: ./xconq -g knightmare as opposed to starting it from the GUI list of games. Add 'knightmare.g' to your 'game.dir' file in the 'lib' directory and then start it from the Tkconq games list, and see what happens. >>Category 1 - Relatively Serious >>1. The AI builds ships in land-locked cities. > > > Sounds like a bug in the "don't build ships without a shore" code, > although I can't really be sure without studying that part of the AI. You guys should look at 'minimal-sea-for-docks' which Hans added a year or more ago, I think. I doubt it ever got documented, since external documentation was not one of his strong points apparently. Also, it should have been named 'ai-minimal-sea-for-docks', but wasn't. Anyway: (unit-type foo (minimal-sea-for-docks 30) ) Actually, I thought 30 liquid cells was the default, so I am surprised that a naval unit is being built in a land-locked city. Maybe a new bug has arisen. > Nothing particular, but I wouldn't be surprised if one or two game > balance issues were to come up (e.g. maybe high-level units can be built > too rapidly, or not rapidly enough). > > And, of course, I'm hoping that you and a few other game developers can > have some fun while helping me to test this thing more rapidly... Yeah, I think it would be good if you and Elijah tested each other's stuff. You are both experienced Xconq game developers, and could provide useful feedback to each other. That way I could focus on bugfixes and the growing pile of feature requests. (Not that I mind testing your games; both of you have now made games that could keep me from touching Xconq code for weeks, while I, um, "playtested" them.) Eric