Catfish
Emperor
The digits in the Leaders2 table are bytes. They have values of 0-2. That's why it doesn't use reverse programmer notation.The Person said:Don't you mean a bit?
The digits in the Leaders2 table are bytes. They have values of 0-2. That's why it doesn't use reverse programmer notation.The Person said:Don't you mean a bit?
The answer (in binary) is 1.The Person said:I see. A bit can only have the value of 0 or 1, not 2 or more.
Wobbegong said:That mask really should read: 'cannot build unit on map'. The mask only prevents a unit from being built on the specified map/s, it doesn't prevent a unit from accessing a map – that's what columns E and F are for.
That's right. As Boco pointed out, the masks in the @UNITS_ADVANCED table use binary. I also know that each digit from Leaders2 is stored in a byte, because I've seen the layout of this table in the .sav file (using a hex-editor).The Person said:I see. A bit can only have the value of 0 or 1, not 2 or more.
Well that's tragic, Boco. I've been waiting for that report with bated breath.Boco said:No testing to report, yet. Left town, car broke down, and work's a b****.
Yes.Boco said:So, the AI will move a unit to a map on which it's 'forbidden', assuming the E's and F's aren't F'ed?
That's very good to know.Wobbegong said:Yes.
Enemy-held? They don't happen to have guys sitting in them, do they?Boco said:D**n, with only 6 landmasses on map1, the AI still isn't moving from Map1 to Map0. Maybe it's because all of my sites are one-ways under enemy-held cities. More tragic testing to do.
They'd run around in circles chasing their own arses... Just kidding.Mercator said:I wonder, what happens if you give the landmass on Map 1 the same number as the landmass on Map 0?