Lord_Hill
Prince
I understand how rewriting such a big procedure will be a big challenge. Would you like me to continue playing and reporting what I notice or would you prefer to wait until a more stable time?
It was easy to find, a simple mistakeEDIT - it is specifically the "defending your cities with at least one (preferably two) good defensive units" popup. It appears on every turn. I just started a new game Chieftan/Romans/7 Civilizations.
You can move any unit next to another player, provided that you are not already blocked by another unit next to your unit.I'm going for a despotic conquest in this game (only one city as well). When I destroyed the French, the German settler spawned next to one of my units. Again not 100% but I thought the spawn rules avoided placing new settlers right next to the player but I could be wrong.
Was German civilization destroyed by barbarians, or by you as a Human player?EDIT - when you destroy a civ by getting their settler it says "German civilization destroyed by !". In v05 of the DOS game it was "German civilization destroyed by barbarians". No actual difference in gameplay, just the text.
You can move any unit next to another player, provided that you are not already blocked by another unit next to your unit.
It is possible that the German settler was just near by and not spawned. What I like to do, to check for such things, is to enable Debug mode, and count the players and their units to check if everything is OK and accounted for.I mean a brand new Civ was spawned onto the map on a square next to one of my units. Maybe that was always possible, just thought I'd flag it up as interesting.
Not exactly, I tried the scenario and captured player/city settler right away, and it spawned as another Player (Nation). I tried the DOS version and it behaves exactly the same. When I capture a settler or a newly found city, in the beginning, a new Player is immediately spawned.It is possible that the German settler was just near by and not spawned. What I like to do, to check for such things, is to enable Debug mode, and count the players and their units to check if everything is OK and accounted for.
I just tried this game (Alpha7) and noticed that moving on rivers costs 1 movement point. Is this a bug or feature?
On Amiga you could move faster along rivers costing only 1/3 mp.
Oh, found another difference. Looks like on the PC version there is no visual indication if the river tile has a shield.
No, one of the goals of this project is to fix all the bugs from the old versionGreat stuff! Out of interest will you retain the original terrible goto functionality and allow it to be toggled (along with other bugs?)
Even if I wanted, I couldn't, as the C# runtime won't allow stack corruption, array underflows/overflows, etc. to occur!
I could use unsafe functions, but 64k window in which all variables and stack are allocated in 16bit programming model wouldn't be possible to reproduce at all The difference between 16bit and x32/x64 is just too much. Also, the new code is not 1:1, as that would be copyright violation, etc...That's what unsafe functions are for, to faithfully reproduce 30+ year old bugs nobody needs!