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Re: Major improvement to the Xconq kernel
- From: Hans Ronne <hronne at comhem dot se>
- To: Eric McDonald <mcdonald at phy dot cmich dot edu>
- Cc: xconq7 at sources dot redhat dot com
- Date: Sat, 15 Nov 2003 23:02:07 +0100
- Subject: Re: Major improvement to the Xconq kernel
- References: <200311140248.hAE2mbi21988@panix5.panix.com>
>On Thu, 13 Nov 2003, Jim Kingdon wrote:
>
>> So far I found:
>
>> * One case where an infantry just sat there in one my my towns, about
>> 3-5 hexes short of its destination. It was apparently using up its
>> ACP on each turn. Won't be able to do anything about this unless I
>> notice it happening again (as in, I'm not even 100% sure it was
>> really a bug I saw).
>
>I just checked a patch into CVS that might have addressed this
>problem (which Hans and I were also seeing in one form or
>another). If anyone (in addition to me) can test whether the patch
>addresses the problem or not, I would be grateful. It seemed to
>have helped in the cases that I was seeing.
It seems to fix the problem, at least in the intro game. No more units in
Exploratory Reserve. I have a feeling that exploration is still a little
slower than previously, but that may just be a consequence of the AI being
better at completing previously assigned move-to tasks before it does
something else.
Hans