Re: Allow GIVE/BUY/etc. across zero time routes?

Dan Corrin (
Mon, 22 Aug 94 09:56:00 EDT

Rich, if you are having a problem with people getting errors giving
items to other chracters (I have done this myself, and I've played
over 90 turns) why not add some code to the error section. i.e. if
you get an "error noble not present" have the program search inner
and outer locations for the noble and perform an "assumed" move
to that location first, just like the move routines do.

This way all permissions, and risks with moving are preserved, and
orders won't fail because someone was confused as to where their
noble was.

One other significant game bug this will fix is in the construction
of buildings. Without this option, if a noble starts construction on
a building, then other nobles cannot interact with the building noble
until the next month when they learn the id for the structure, with
an implied move, they can then be moved in at a later time by simply
giving the constructiong noble something (usually workers).


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