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[Freeciv-Dev] Re: (PR#9084) pubserver AI-goto crash
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[Freeciv-Dev] Re: (PR#9084) pubserver AI-goto crash

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To: jdorje@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#9084) pubserver AI-goto crash
From: "jorneg@xxxxxxxxxxx" <jorneg@xxxxxxxxxxx>
Date: Tue, 6 Jul 2004 13:22:56 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=9084 >


En/na Jason Short ha escrit:

><URL: http://rt.freeciv.org/Ticket/Display.html?id=9084 >
>
>Gregory Berkolaiko wrote:
>  
>
>><URL: http://rt.freeciv.org/Ticket/Display.html?id=9084 >
>>
>>This is assert(!unit_has_orders(punit))
>>I guess the unit was taken over by AI but the orders were not removed?
>>    
>>
>
>So it seems.  Which I guess makes this my problem.  But I'm a bit 
>confused.  Explorers aren't handled the way other AI units are, right? 
>Should the orders be removed when the unit is changed to 
>ACTIVITY_EXPLORE, or should ACTIVITY_EXPLORE be impossible for units 
>with orders, or should exploring units simply be ignored for units with 
>orders, or should the orders be dropped for exploring units?
>  
>
    It's not that, just exchange a city with an AI. Then, set a goto on 
a transport or boat with ai units inside.






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