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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).