Path: utzoo!mnetor!perle!kevin From: kevin@perle.UUCP (Kevin Pickard) Newsgroups: comp.sources.games.bugs Subject: How to win at 'bt' Message-ID: <530@perle.UUCP> Date: 7 Mar 91 16:01:11 GMT Organization: Perle Systems Limited Scarborough, Ontario, Canada Lines: 45 To quote from the 'bt' documentation: >Swamp hexes (' S ') are the armpit of Broken Throne! Troops are very >unhappy here; the swamp will often gobble one army of the advancing >force. Swamps have no population, and unless in the player's way, aren't >worth slogging through. Troops in a swamp are at a 10% DISadvantage, >both attacking and defending! Therefore if you want to win just attack Cities, Towns, Forests and Mountains from adjoining Swamps. Confused? I sure was, but it worked, so I looked at the code. There is a bug in the code where it computes loses in com- bat. The probability test is backwards resulting in all terrain biases being reversed. The result is that if you attack using the worst scenario (ie. from a Swamp to a City) you end up with a 75% chance of *winning* each individual army combat. Not bad for a bunch of soldiers trudging around in the mud and muck. Anyway, the fix is easy. The following segment of code is from btserver.c (around line 265). It is shown here as it should be. The original code segment had the 'unitsa' and 'unitsb' variables within the if statement reversed. while ((unitsa>0) && (unitsb>0)) { if (weight>((rand()/32) % 100)) { /* In search of good random #s! */ unitsb--; } else { unitsa--; } } The above change allows the game to work the way it is documented. Have fun. -- ------------------------------ ~~~~~~~ --------------------------------------- | o o | Kevin Pickard | . | UUCP: ...!uunet!mnetor!perle!kevin --------------------------^^^-----------^^^-----------------------------------