Rich's proposed fix

James Frediani (ferpo@netdex.com)
Thu, 25 Mar 1999 00:27:54 -0800

Ouch.

I had hoped it would have been something simple. Being a farmer,
not a programer, I had hoped that the code for FLYing wasn't
as intertwined with the MOVEing code as it appears it is. And
I can see why it would be.

Here I had hoped that maybe code could be added to check the weight
of the stack on a day to day basis, and if at any time it exceeded
the maximum allowed by the specific rate initiated, it would issue
a STOP order. After all, using certain skills stops you when you
run out of material.

One place you might want to look for problems resulting from this fix:
targets.

Be it Persuasion, aura blasting or Visioning/scrying, I am concerned
that when the stack is in transit, it will be "nowhere". Currently,
a stack is in the region it is leaving until the day it finishes
the move/fly/sail task. I am concerned that the fix may make stacks immune
to some of these functions so long as they keep moving.

Jim Frediani

>
>After examining this bug closely I'm afraid the fix is rather
>serious. What I will do is change the system such that all
>interaction (except for attacks) is disallowed after a unit begins
>movement. This means no more stacking with or giving items to a
>unit on the same day it begins moving.
>
>I looked at implementing ways to try to patch up the travel time
>after the move had begun, but there are other loopholes with this
>bug approach and I fear I may not spot them all and that the only
>comprehensive solution is simply to consider a unit to have left
>after it has issued a MOVE order.
>
>Other side-effects are that units which have issued MOVE will not
>auto-attack or participate in battles on the first morning of their
>MOVE, as they have done in the past.
>
>There may be other unforseen effects this change has, which have
>not occured to me.
>
>

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