On Thu, Aug 21, 2008 at 11:16 PM, Victor Ivri <[EMAIL PROTECTED]> wrote: > On Thu, Aug 21, 2008 at 1:37 AM, Victor Ivri <[EMAIL PROTECTED]> wrote: > > Below is an output of three turns in a game between two bots. The bots > are "puk_1" and "puk_2", and it's puk_2's output-stream. It attempts > to conquer the last planet of puk_1, which has 7 troops on it to begin > with, and gets a zero reinforcements each turn. Despite the massive > attack on it, the planet only succumbs on the third turn. This seems > pretty counter-intuitive to me. I believe the output reflects what's > being done, and there's nothing wrong with it, but if you say that the > following is impossible, I'll have to take a closer look :) . Here it > is: > ><snip>
never mind that :). It seems to be a mishap on my end: I set the whole thing up, such that each asynch "time" frame, which is > 0, acts as a catalyst to start a new turn routine. I didn't know this, but the server seems to also send one to indicate the turn will be "n" seconds longer, after it receives "finished turn" frames from enough clients. This makes my bot act like there are two turns, when there is only one :). -- Victor. Truth is greater than ten goats (Nigerian proverb). _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
