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Re: Error handling


>Sure enough, the engineers have a "Passive" plan at the beginning of
>each turn, and a "Passive Reserve" plan at the end of each turn.  Even
>if its supply runs low, it just sits around and does nothing.  It is
>strange, however, that I have no trouble with colonization when I play.
>
>
>There are only two things that make colonization in this game notably
>different from colonization in others (e.g. advances.g or
>postmodern.g).  First, everything, including all places except walls,
>requires tech to build (and engineers can develop tech to build them).
>Second, the engineers must toolup to build almost anything except walls.
>
>I don't think that tech for non-moving units is unique to my new game; I
>think that wizard.g also requires tech to build outposts and guilds.
>Although I've never seen wizard.g discussed on the list in the time that
>I've been here.

I don't think wizard.g ever worked that well. As for your problem, the
first thing I would do is run xconq in debug mode for the mplayer (command
line flag -DM). At the beginning of the output file, you will find the unit
worth calculations. Look for "colonizing worth" and check if it is non-zero
for your engineers. I suspect the need to develop tech etc. may set it to
zero in which case the AI doesn't know what to do with them.

By studying the debug output, you can also find out what is actually going
on when the engineers are cycling back and forth into reserve mode. Very
informative.

Hans



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