This is the mail archive of the
xconq7@sources.redhat.com
mailing list for the Xconq project.
Re: CRT Combat Model (really long)
Jim,
I very much prefer tables.
Data-driven is
a) much easier to debug (both the code and data)
b) much more flexible: any odd condition can be entered, without needing
to add to the C code.
Erik
----- Original Message -----
From: "Jim Kingdon" <kingdon@panix.com>
To: <hronne@pp.sbbs.se>
Cc: <xconq7@sources.redhat.com>
Sent: Saturday, March 16, 2002 3:38 PM
Subject: 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).