Complete.Org: Mailing Lists: Archives: freeciv-dev: April 2003:
[Freeciv-Dev] Re: MAX_COMBINATIONS?
Home

[Freeciv-Dev] Re: MAX_COMBINATIONS?

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: "Matthew D. Fuller" <fullermd@xxxxxxxxxxxxxxx>
Cc: freeciv development list <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: MAX_COMBINATIONS?
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Fri, 18 Apr 2003 17:21:11 +0200

On Fri, Apr 18, 2003 at 09:32:56AM -0500, Matthew D. Fuller wrote:
> On Thu, Apr 17, 2003 at 05:32:13PM +0200 I heard the voice of
> Raimar Falke, and lo! it spake thus:
> > 
> > This game needs 126 combinations. I will increase the number to 150.
> 
> Cool beans.  Thanks.
> 
> How do you figure this out?  Just a debug printf() in the client where it
> checks them, or is there some way of deriving it from the samegame
> itself?

I set it to 150 and then to 130. And it printed out error messages for
130. And the last one was for 126. No magic here.

> What increased this beyond the 'norm' for me?  Number of workers/spaces
> around the cities?  Number of cities?  The 'unusual' terrain?  Or, to be
> more succinct, Why do *I* get the be the special one who hits this and
> nobody else does?   8-)

I would say the unusual terrain. In "normal" maps more of the tiles
around a city are worse than others.

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "Understanding is a three-edged sword; 
  your side, their side, and the truth."
    -- a well-known Vorlon




[Prev in Thread] Current Thread [Next in Thread]