From: Hans Ronne <hronne@comhem.se>
To: Lincoln Peters <sampln@sbcglobal.net>
Cc: xconq7@sources.redhat.com
Subject: Re: Bug in acp-independent action code
Date: Sat, 12 Jun 2004 09:01:00 -0000 [thread overview]
Message-ID: <l03130302bcf075e7f002@[212.181.162.155]> (raw)
In-Reply-To: <1087022787.12177.9891.camel@odysseus>
>On Thu, 2004-06-10 at 23:38, Hans Ronne wrote:
>> This I could not reproduce. If I tell an acp-independent unit (a city in
>> the advances game) to build e. g. 3 colonizers it does exactly that, and
>> then prompts for a new build task. I have not seen it go into reserve or
>> abort the plan, even though it is limited by unit-consumption-per-cp and
>> runs out of material each turn (as it should).
>>
>> What game did this happen in, and do you have a saved game where the bug
>> can be seen?
>
>It was in the new version of knights.g (now called red-wizard.g). In
>the new version, it is possible to capture the lairs of certain types of
>monsters (goblins, kobolds, orcs) and make them churn out troops for
>you. Their productive capacity, however, is limited to a single unit
>each (e.g. an orc lair can only produce orcs), so I usually set them to
>build 99 units at a time.
>
>Since the module is more than twice the size of the original knights.g,
>I'll send it directly to you in a separate e-mail.
OK. I'll have a look at it.
Hans
next prev parent reply other threads:[~2004-06-12 9:01 UTC|newest]
Thread overview: 13+ messages / expand[flat|nested] mbox.gz Atom feed top
2004-06-11 6:17 Lincoln Peters
2004-06-11 6:40 ` Hans Ronne
2004-06-12 6:45 ` Lincoln Peters
2004-06-12 9:01 ` Hans Ronne [this message]
2004-06-13 21:45 ` Hans Ronne
2004-06-14 23:34 ` Hans Ronne
2004-06-15 4:55 ` Lincoln Peters
2004-06-15 7:18 ` Hans Ronne
2004-06-15 20:51 ` Lincoln Peters
2004-06-16 4:08 ` New Wreck-Type Options Elijah Meeks
2004-06-16 13:49 ` Eric McDonald
2004-06-16 21:00 ` Bug in acp-independent action code Hans Ronne
2004-06-15 5:19 ` Eric McDonald
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