Steamhammer 1.1
Steamhammer 1.1 is uploaded. Headline feature: New macro code which knows how to bring new tech online and transition to new unit mixes. “Traditionally” I draw no debug info on the screen in release versions, but for this version I tossed up a tiny bit of info in the upper left for spectators: While in the opening book, the name of the opening; after that, the current unit mix and next tech goal.
Details and stuff tomorrow. I need some rest.
I made strenuous efforts to eliminate all production freezes and critical bugs, but I failed. There turn out to be a tremendous number of ways for production to seize up, and I couldn’t eliminate all of them. There’s also a particularly amusing bug that causes the bot to send all its drones to its main base to build creep colonies. I’ve only seen that bug in 2 test games out of dozens, and it resists finding so far. It will be hilarious to see it happen on the server.
Comments
krasi0 on :
BTW, are you planning to upload the source code as well?
AIL on :
In BuildingManager there is a check whether the location of a building is valid.
If it is not, an error is displayed and henceforth the building will just be skipped but remain in the queue.
But this messes up mineral- and gas-management and might prevent you from getting further buildings in the future.
So the correct way of handling this problem is to remove the building from the queue, free up the reserved minerals and gas and then requeue it. When you requeue a new location will be calculated.
This started occurring much more often after I reworked my sunken-placement because the sunkens often tried to be put in locations that were frequented by units.
MicroDK on :