From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 16513 invoked by alias); 8 Jun 2003 18:44:51 -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 16488 invoked from network); 8 Jun 2003 18:44:50 -0000 Received: from unknown (HELO smtp1.fre.skanova.net) (195.67.227.94) by sources.redhat.com with SMTP; 8 Jun 2003 18:44:50 -0000 Received: from [212.181.162.155] (h155n1fls20o913.telia.com [212.181.162.155]) by smtp1.fre.skanova.net (8.12.9/8.12.9) with ESMTP id h58IilRe018543; Sun, 8 Jun 2003 20:44:49 +0200 (CEST) X-Sender: u22611592@m1.226.telia.com Message-Id: In-Reply-To: <20030608162642.17139.qmail@web13104.mail.yahoo.com> References: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Sun, 08 Jun 2003 20:01:00 -0000 To: Elijah Meeks From: Hans Ronne Subject: Re: Supply and AI Cc: xconq7@sources.redhat.com X-SW-Source: 2003/txt/msg00199.txt.bz2 >In the immortal words of Microsoft: it's not a bug, >it's a feature. You can only move units in armies, so >you load them onto armies (or fleets for ships) from >the city. The ferry tables allow for movement from >armyy to city and city to army. Units then attack >from the armies. There are no repair settings, yet, >but eventually cities will repair units. I see. Well, that explains why the xconq AI is perplexed, too. It expects to be able to move its units after creation. Eventually, it might be able to figure out that it needs armies to "ferry" free units, but the transport code is not too bright, so don't count on it. You are really trying to do something for which xconq is not designed: move groups of units as one unit. A better way to implement the army concept might be to use multipart units, something which is supported in xconq. >> BTW, if you want the AI to be less protective about >> cities (generally not a >> good idea) you can change ai-peace-garrison and >> ai-war-garrison from their >> defult values of 0 and 1, respectively. However, I >> recommend the opposite: >> a war garrison of at least 2 units is needed in most >> games. > >I changed this and it didn't seem to have any effect. It will if the AI can move the free units. >> Do you have a stack trace? If you tell me where the >> code is crashing it >> will be easier to fix. > >I'm afraid I don't even know what a stack trace is. It's the output you get if you crash when running the app under a debugger. Ver useful since it tells you what happened before the crash. >Transports have very little functionality as is, >though, because it doesn't seem you can load >sub-occupants. I'll probably need to cut them loose >from the whole Fleet/Army system, anyway. I'm not sure what you mean by that, but you can certainly load occs that have their own occs if things are set up correctly. Hans