From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 13352 invoked by alias); 5 Jun 2004 18:37:47 -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 13283 invoked from network); 5 Jun 2004 18:37:46 -0000 Received: from unknown (HELO av15-2-sn4.m-sp.skanova.net) (81.228.10.101) by sourceware.org with SMTP; 5 Jun 2004 18:37:46 -0000 Received: by av15-2-sn4.m-sp.skanova.net (Postfix, from userid 502) id 19DC937E5B; Sat, 5 Jun 2004 20:37:46 +0200 (CEST) Received: from smtp4-2-sn4.m-sp.skanova.net (smtp4-2-sn4.m-sp.skanova.net [81.228.10.180]) by av15-2-sn4.m-sp.skanova.net (Postfix) with ESMTP id 0693037E42; Sat, 5 Jun 2004 20:37:46 +0200 (CEST) Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp4-2-sn4.m-sp.skanova.net (Postfix) with ESMTP id 52D7337E4A; Sat, 5 Jun 2004 20:37:45 +0200 (CEST) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: <20040605155704.41640.qmail@web13126.mail.yahoo.com> References: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Sat, 05 Jun 2004 18:37:00 -0000 To: Elijah Meeks From: Hans Ronne Subject: Overrun actions (was: Consumption-per-fire?) Cc: xconq7@sources.redhat.com X-SW-Source: 2004/txt/msg00480.txt.bz2 I have now looked into the overrun bug. The underlying problem is that the godzillas in your game can attack as well as fire. The code in check_overrun_action sees this and therefore allows the overrun attempt to proceed. It does not even check for ability to fire, which I think is logical (see below). The code in do_overrun_action does however check for ability to fire, and if the unit can fire it does so (and never attempts to attack) even if it is out of ammo. The overrun action will of course fail in that case, and you end up wasting ACPs. There are at least two ways to fix this bug. One is to rewrite the code in check_overrun_action so that it checks for both ability to fire and attack, and fix do_overrun_action so that inability to fire does not preclude a successful melee attack (and vice versa). Ideally, the unit should try the attack mode that has the highest probability of success first, and then use the other mode as backup, if necessary. The other way to fix this bug is to eliminate the possibility of doing overruns by fire. This would be consistent with Eric's recent comment that only melee attacks should imply movement. I think this was also how the overrun code originally worked, as revealed by check_overrun_action. The firing code in do_overrun_action was probably added at a later point. I think that the second solution might be more logical, but it would change the interface behaviour. You would no longer be able to fire at a unit by clicking on it in move mode. This is perhaps not much of a problem since putting the cursor over the target and hitting "f" is just as easy (in fact, I think it is even easier than doing the clickaton). And you have to do this anyway if you want to fire from a distance, since clicking on the target only works for adjacent units. If we remove overrun by fire, units that can also attack will still be able to overrun by attack. One example of this is the godzillas in your game. They will use melee attacks if the overrun by fire code is commented out. Everything then works as expected. Hans