Death of an advanced unit
Hans Ronne
hronne@pp.sbbs.se
Tue Jun 18 15:07:00 GMT 2002
>As I think about it, it gets even stranger. I was looking at "Space
>Civilization" (no mobile advanced units), and got the segfault when an
>advanced units was destroyed by hp-to-garrison (When a Level 0
>civilization builds a Level 1 civ, the Level 0 civ vanishes). However,
>I don't see any segfaults if a city is destroyed in "Colonizer". I
>guess I don't know what's going on.
The advanced unit code was not written with this kind of "time.g-like"
upgrade mechanism in mind, so something may well go wrong. I did run your
"Space Empire" game (which I assume is what you are talking about) on auto
for a few hundred turns but saw no crashes. The mac is more tolerant of
null pointers, though, and the AIs never moved any units, just kept
building more and more troops. Has this been fixed in a more recent version?
In any case, a stack dump from one of your crashes would be really helpful.
>As far as moving advanced units go, I gave up on them and re-wrote
>floating cities to be non-advanced but have their production affected by
>terrain using the "productivity" table. No segfaults either way.
Well, with the patch I just checked in moving advanced units should now work.
Hans
Hans Ronne
hronne@pp.sbbs.se
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