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Re: Error handling


>On Sat, 2003-01-04 at 15:29, Hans Ronne wrote:
>> If you are running a game for several hundred turns you will run into
>> another problem. The unit id is a short int, so you cannot have more than
>> 32767 units in a game, ever. Furthermore, the number is cumulative, so
>> saving and restoring the game does not help. In fact, nothing helps, except
>> rewriting the kernel :-(.
>
>That may be it.  I've noticed that in this game, the AI has a weird
>problem where, when it wants to colonize (which it often tries to do, to
>the exclusion of all else), it will build engineers, but the engineers
>usually get confused and sit around with a "passive" plan.  During
>testing, it has not been unusual for me to capture a base that was under
>AI control and find that it contained a dozen or more idle engineers.

Are these units also in "reserve" mode? And do they sit with a passive plan
all the time, or are they cycling? In the latter case, the problem is
probably that they cannot do what they are supposed to do (colonize) for
some reason, so the plan is aborted each turn. You can tell the difference
by selecting one of the colonizers so that its unit info is shown and then
switch to full mplayer control.

Hans



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