From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 9584 invoked by alias); 24 Jul 2002 23:29:59 -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 9574 invoked from network); 24 Jul 2002 23:29:58 -0000 Received: from unknown (HELO s2rack4.2.sbbs.se) (212.112.0.4) by sources.redhat.com with SMTP; 24 Jul 2002 23:29:58 -0000 Received: from [217.115.38.79] (dialin-sto-hc-38-79.direct2internet.com [217.115.38.79]) by s2rack4.2.sbbs.se with SMTP (Microsoft Exchange Internet Mail Service Version 5.5.2653.13) id 36K9RZVP; Thu, 25 Jul 2002 01:29:56 +0200 X-Sender: hronne@mailbox.pp.sbbs.se (Unverified) Message-Id: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Wed, 24 Jul 2002 22:30:00 -0000 To: xconq7@sources.redhat.com From: Hans Ronne Subject: More xconq bug fixes X-SW-Source: 2002/txt/msg00582.txt.bz2 I have now checked in some more bug fixes, this time to the unit view code. One of them did have a rather sever effect on the AI. Thus, it prevented the AI from using the normal combat code (do_hit_unit_task) in any game where see-all was not true. The AI could still fight in these games, but only by overrun actions. Basically, it would first try to attack an enemy unit, always fail, and then stumble over the unit when trying to enter its cell. Firing at a distance by the AI did not work at all when see-all was false (which is how I discovered this bug). So if you thought the AI was lame in non-see-all games, you should check out the new code. If you try the Magnuszew game without see-all enabled you will notice that the AI now can fire at a distance, just as in see-all games. Hans P.S. I have also checked in Lincoln Peters' improved AI explorer code. Hans Ronne hronne@pp.sbbs.se