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Re: Xconq issues that I've seen
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Elijah Meeks <elijahmeeks at yahoo dot com>
- Cc: Hans Ronne <hronne at comhem dot se>, xconq7 at sources dot redhat dot com
- Date: Wed, 19 May 2004 21:35:09 -0600
- Subject: Re: Xconq issues that I've seen
- References: <20040519235007.51879.qmail@web13121.mail.yahoo.com>
On Wed, 2004-05-19 at 17:50, Elijah Meeks wrote:
> Ah, okay. A quick poll of a game shows that the three
> unit types, with AI logging on, say roughly the same
> thing:
>
> Carrier
> Plan: Defensive. 1 task.
> Hit American Air Wing at 74,75
[snipped]
> Actually, I noticed that the units seem to cycle back
> and forth between two targets, finally settling on one
> after a long period. I get the feeling what's
> happening is that the decision to fire is timing out
> and the AI moves to a new unit. This is just a guess,
> though.
I believe I found the problem a few minutes ago. It appears to be in the
'fire_can_damage' function in 'task.c' (not my code!). Not only does the
function completely neglect 'fire-hit-chance' and 'fire-damage', it also
has some *SERIOUS* puke (no offense to whoever wrote it):
/* Skip occs that we can't hit or damage. */
if (uu_hit(unit->type, occ->type <= 0)
|| uu_damage(unit->type, occ->type <= 0))
continue;
Unbelievable..., WTF?
Anyway, I'll be checking in a fix soon.
Elijah, I noticed that a lot of the Air Wings I was monitoring didn't
have enough ACP to follow through with the fire action (which requires
17 ACP). I haven't investigated why this might be; perhaps their ACP is
getting drained during defense..., but, if so, I would still expect the
first side to be able to use them.
Eric