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Re: CRT Combat Model (really long)


> The easy way out is of course to set up your places like in other games (no
> attck, no defense on its own). However, xconq should not segfault only
> because you are trying to do things differently. This is by definition a
> bug. If you send me a stack dump, I will see what I can do.

Sorry, maybe I missed something, but what is the difference between
this game and the standard game, which sets:

(add u* acp-per-turn  (. . . 0 1 1))     ;; base town city
. . .
(add places speed 0)
. . .
(table acp-to-attack
  ;; Places can defend, but not attack.
  (places u* 0)
  )

Was your comment specific to combat model 1?

(I'm starting to wonder whether having multiple combat models is in
fact not as good as a bunch of more specific tables).


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