Path: utzoo!utgpu!news-server.csri.toronto.edu!clyde.concordia.ca!uunet!zephyr.ens.tek.com!tektronix!reed!minar From: minar@reed.bitnet (Nelson Minar,L08,x640,7776519) Newsgroups: comp.sources.games.bugs Subject: Re: Does Stanley Shebs exist? (was Re: xconq docs) Message-ID: <15356@reed.UUCP> Date: 21 Aug 90 17:40:43 GMT References: <1990Aug14.202517.12939@viewlogic.com> <7575@ucdavis.ucdavis.edu> <15341@reed.UUCP> <9835@goofy.Apple.COM> Sender: news@reed.UUCP Reply-To: minar@reed.bitnet (Nelson Minar) Organization: Reed College, Portland, OR Lines: 68 Good to hear you are alive, Stanley. I, too, am interested in making sure that xconq is properly moderated, and NOT by the person who 'released' xconq version 5.3. The simultaneous movement is good, but other things are messy. I do recommend that we use xconq 5.3 for a starting off point. I would offer to moderate xconq myself, but I am going to be a very busy college student this fall, and I know almost nothing about X programming (yet). I would be happy hacking on the sources, though. Here is a partial bug list for xconq 5.3, both small things and big things: mouse selection of the unit production was broken. Patched at reed. units being carreid by other units could still produce things (put an infantry in a bomber, and have it building bases while it is being carried). Patched at Reed, but patched wrong (it should be setable in the .per file) weird bug that prevents units with < 10% chance of hitting other units to succeed (preventing, for example, bombers from attacking each other even if they have a 9% chance to hit). Patched at Reed. units from teams numbered > 6 do not have the proper numbers attached to their icons. This is the result of a sloppy patch to allow more than 7 players, and should be easily fixed. the period programming currently limits you to only 14 unit types, presumably because of "limitations in the view mechanism" (maybe only a nybble for the unit type?) A preliminary look through the source code did not show any obvious built in limit. xconq 5.3 has no documentation, and no working maps. Working maps exist, but the xconq 5.1 documentation needs updating. xconq occasionally breaks its own map files, causing core dumps when trying to restore. Restoring multi-player games is nonintuitive. An odd bug that occasionally lets pieces move farther than they should be able to. The game is too damned slow. In an 8 person game, with one other human and 6 computer opponents, if I have 80 units and put them all on sentry, it can take the game more than a minute and a half to go through all of the units and say 'oh, its on sentry, do nothing with it.' This leads one to having frequent waits while the game decides to let you move a piece. I suspect that it is the result of nonclever integration of multiple players moving at the same time, either on the X side or the machine side. Or else someone is losing a pointer somewhere, and taking a long time to recover :) Most of these bugs are fairly simple to fix, really.. There are also some 'features' I would not mind seeing: give transports (cities, bombers, troop transports) the ability to be protected by what is inside them. It is awfully unrealistic to read "You have captured the Italian city Obnazgul, (killing 8 i)." Those 8 infantry should be able to defend their city (while the same 8 infantry might not be able to defend the transport they are aboard). stacking pieces in a hex. There is no obvious reason why a fighter cannot be in the same hex as an infantry, other than the programmign headaches it causes. There are multiple schemes for handling this sort of thing. preemptive choices of moving pieces. Now that we have simulatenous movement, I should be able to say "I want to move these pieces at the beginning of the next turn." an interface for finding pieces (maybe). Seeing that your 280th infantry is being pummeled is nice. Where IS that 280th infantry? This might be a bad idea. better order programming for troops. Maybe a bank of little buttons to hit in addition to the key commands (do you remember if its little e or big E to wait for a transport?) It would also be nice to give troops little programs, rather than one order. This might be too big of a feature. Anyway, these are some of my ideas for xconq 5.4 (6.0?) I'd be willing to try to make some of them happen, but I really can't moderate the changes.