On Mon, 14 Jul 2014 14:47:44 -0600 William Astle <l...@l-w.ca> wrote: > The pre-combat dialogue is much nicer now. I did notice that col1 > actually showed the defending unit in a colony/village in the combat > report but I think I like the freecol method better.
This is BR#1101. The low number is an indication of long inaction by the developers who also prefer the freecol method. You should see an animation when we have one (many are missing, which is the legitimate "bug" part of #1101). Otherwise it is a Col1-incompatibility, but a nasty one as it is inherent in FreeCol being a client-server system. I suspect this is a likely candidate for "last thing to be fixed before 1.0". > I have a dim recollection of the animation glitch in the logs. It didn't > seem to impair playability so I shoved it to the side when I was looking > around, but you never know with those things. For all I now it triggered > some eventual desync dozens of turns later. I suspect that may be the root cause of the 75 lost artillery. Most regrettable. > I am seeing crashes related to the AI (crashed while working), but I > assume those are the sort of thing you're struggling with currently. Very likely, but feel free to post persistent crashes. My AI testing is highly automated, which means it mostly encounters situations created by other AIs. Contact with human players is likely to be more challenging so you may be seeing things that I am not. Cheers, Mike Pope
signature.asc
Description: PGP signature
------------------------------------------------------------------------------ Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck Code Sight - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds
_______________________________________________ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers