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Re: bug: unit->busy flag doesn't get cleared


I sure like the idea of only completed units "being there".

What happens if one stores fuel in a partially completed unit, which
(because
of some other features in the code) cannot be attacked because it's not
really
there?  At that point, one has an impervious fuel-storage depot...

And I would expect all kinds of other things that would/could be strange, to
have happen.  And I don't recall any other game that does this, so
(following the
idea that if nobody does it, it's probably a bad idea), I'd prefer not to do
it.

Anyway, my 2 cents...

BTW, what does one call 1/100 of a Euro?  Over here in the US, we only
hear "Euro"...

Erik

----- Original Message -----
From: "Jim Kingdon" <kingdon@panix.com>
To: <hronne@pp.sbbs.se>
Cc: <xconq7@sources.redhat.com>
Sent: Thursday, April 25, 2002 3:51 PM
Subject: Re: bug: unit->busy flag doesn't get cleared


> > Filling up a half-completed ship with fuel just doesn't make sense.
>
> Well, if the ship wants to be fully fueled when it gets completed, it
> has to get the fuel at some point.  If the storage capacity of the
> ship is some noticeable percentage of a city, then I'm not sure why it
> is so bad to give several turns to fill 'er up.
>
> Also keep in mind that this code also applies to bases being built
> within range (6 hexes) of a city.  This one comes up more often in my
> experience.  And I don't really know much about games other than the
> standard game in this respect.
>
> > If overflow is a problem, it makes more sense to increase the capacity
> > of cities.
>
> Shrug.  In the standard game, I'm not sure it really comes up a whole
> lot.  And the existing code which can share to non-completed units is
> kind of strange.  So I'm not sure I have a strong opinion one way or
> the other, but I don't see any a priori reason why it is ridiculous to
> share materials to incomplete units.


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