> > For instance, that > time you stockpiled more than 150k of oil - did you actually spend > down to below 50k?
You're right, I don't remember using up that much power; the closest I've ever got is producing on all 15 factories and immediately losing the units to a heavily-fortified base. But as you say, that's the realm of whale fin. Up to now I was playing the campaigns in beta 6 with a save file hack that gave me a finite 16.7m power-- infinite essentially, but allowed me to see how much I had used. Cam1 used about 200k I think, with only 4 derricks built. I came to a halt in cam2 due to a bug in a mission that caused a CTD; the bug only happened twice, then stopped. I then switched to beta 7. It's best for the power cap not to be configurable - more > configuration usually results in more bugs (several times more > configurations to test, as well as necessity for a multiplayer > protocol to send those configurations over) and more confusion when > playing multiplayer about just what the configurations are. For multiplayer, you could have the server set & dictate the value to all clients and ignore the client's local value (although admittedly this is a lot of work, with networking, interfaces etc). Debugging is a good point, obviously. I come from the "everything is customisable for the end-user" school of thought and hadn't considered this from the developer's point of view before; but couldn't you just include a copy of the config file (containing said custom values) in the .RPT? Although I suspect there is a way of using SVN and scripting (even on windows) to compile the latest version with a custom powercap value, I haven't a clue how. I'm not too sharp with compiling at all, to be honest. But thank you for taking the time to justify this to me.
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