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[Freeciv-Dev] (PR#2755) AI hangs at modified rulesets
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[Freeciv-Dev] (PR#2755) AI hangs at modified rulesets

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Subject: [Freeciv-Dev] (PR#2755) AI hangs at modified rulesets
From: "coppensbart@xxxxx via RT" <rt@xxxxxxxxxxxxxx>
Date: Tue, 7 Jan 2003 12:40:25 -0800
Reply-to: rt@xxxxxxxxxxxxxx

(CVS of 03/01/2003; no additional patches applied)
While trying to edit some values of my rulesets and playtesting certain 
positions of units, I came across this. I have A 3-player savegame. All three 
are set to human. For testing, I tried to play as Aragorn against Sauron. So 
I set Sauron to AI. When I started the game; civserver didn't respond 
anymore. Backtrace of the killed (Ctrl+C) civserver:
> start
Starting game.
>
Player 'Sauron' now has AI skill level 'easy'.

Program received signal SIGINT, Interrupt.
dangerfunct (danger=2809, move_rate=0, distance=11) at advmilitary.c:257
257         danger /= 2;
(gdb) backtrace
#0  dangerfunct (danger=2809, move_rate=0, distance=11) at advmilitary.c:257
#1  0x080b336e in assess_danger (pcity=0x82fcb60) at advmilitary.c:581
#2  0x080b2b27 in assess_danger_player (pplayer=0x812b614) at 
advmilitary.c:352
#3  0x08050198 in srv_loop () at srv_main.c:2107
#4  0x0804fc95 in srv_main () at srv_main.c:1920
#5  0x0804a26a in main (argc=3, argv=0xbffffa34) at civserver.c:154

Reproducable: always. Just load the savegame below with the rulesets, set 
Sauron (Aragorn has the same result) to AI and start.
Complete rulesets & tilesets: http://www.bartcoppens.be/modpack/for-pille.bz2
Scenario testsavegame: 
http://www.bartcoppens.be/modpack/middle-earth-bart-alpha1.sav.gz

Bart Coppens



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