[Xconq-developers] Problem setting up advances in a new game
Brought to you by:
elijah_meeks,
matthewskala
From: Lincoln P. <sa...@sb...> - 2005-10-02 20:53:34
|
I've been working on a new Angband-like game (not Argonath, but a proof-of-concept for one of Angband's big ideas). One of the ideas I had was to use advances to limit the henchman-type units that are produced by the arch-villain in a realistic yet semi-random manner, so that the henchman don't automatically exceed the power level of the hero. However, I can't seem to make it work. For some reason I can't figure out, the materials in the treasury are NOT being spent on new advances (they just pile up instead). I'm pretty sure that my code for advances works exactly like the code in advances.g (and advances.g works correctly), but my code still doesn't work, so I'm guessing that I've made some obvious error that's obvious to others but invisible to me (don't tell me this hasn't ever happened to you!). Anyone care to try to figure out what's wrong? I've put the module online at: http://homepage.mac.com/lmpeters/plutonium.g A few notes regarding the module's current state (aside from the aforementioned error): * By default, side 1 (the human player) defaults to the villain, and side 2 (the hero) defaults to the computer. This is for debugging purposes only. * Xconq produces an error when trying to figure ZOC for the neodymium units. I'm aware of the problem (and that the units don't work as expected), but that's not as important an issue as the aforementioned advances issue. -- Lincoln Peters <sa...@sb...> Remember though that THERE IS NO GENERAL RULE FOR CONVERTING A LIST INTO A SCALAR. -- Larry Wall in the perl man page |