From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 32470 invoked by alias); 22 Sep 2003 05:51:05 -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 32463 invoked from network); 22 Sep 2003 05:51:04 -0000 Received: from unknown (HELO garm.central.cmich.local) (141.209.15.48) by sources.redhat.com with SMTP; 22 Sep 2003 05:51:04 -0000 Received: from leon.phy.cmich.edu ([141.209.165.20]) by egate1.central.cmich.local with Microsoft SMTPSVC(5.0.2195.6713); Mon, 22 Sep 2003 01:51:02 -0400 Received: from localhost (unknown [127.0.0.1]) by leon.phy.cmich.edu (Postfix) with ESMTP id C10C670011; Mon, 22 Sep 2003 01:50:56 -0400 (EDT) Date: Tue, 23 Sep 2003 15:05:00 -0000 From: Eric McDonald To: Lincoln Peters Cc: Xconq list Subject: Re: Bugs in Bellum Aeternum In-Reply-To: <1064208340.24452.349.camel@odysseus.peterslan> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-OriginalArrivalTime: 22 Sep 2003 05:51:02.0307 (UTC) FILETIME=[81563F30:01C380CD] X-SW-Source: 2003/txt/msg00440.txt.bz2 Hi Lincoln, On 21 Sep 2003, Lincoln Peters wrote: > 1. If a unit that is restricted to clear terrain (e.g. armor, engineers) > tries to move from a road on such a restricted area area into another > unit (e.g. sea transport in neighboring coastal waters), it vanishes! > Perhaps you should should use vanishes-on more carefully (i.e. I believe that in the latest version of Bellum, I have essentially disabled that table. Were you able to retrieve a recent CVS snapshot, or are you still having CVS problems? > mountain and forest). Perhaps you should use mp-to-leave-terrain to > prevent this (it might also fix bug #1). Good thought. I will look into it. > 3. I think you should set the capacity of towns to something greater > than 2. Currently, if a town has one unit as a garrison and one under > construction, it is impossible for any other units (except aircraft) to > pass through! OK, I will consider your suggestion. In general, how does the game feel? Is the production model "too different"? Do units seem to have the correct number of moves per turn? Are there too many unit types? Is the game fun when played against a human opponent(s)? Etc, etc...? Thanks for the feedback, Eric