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Re: UC-1.13 Beta Testing (2008/04/14 to 2008/--/-- )[message #193115] Thu, 07 August 2008 14:23 Go to previous messageGo to previous message
Ramirez is currently offline Ramirez

 
Messages:89
Registered:January 2004
Location: M
I think I didn't explain myself correct when speaking about reinforcements. What I ment was reinforcements higher a number than 32. E.g. u go into a sector with to neighbouring sectors in which are more than 32 enemies that would be sent as reinforcements. In that case they would pop in one after the other every time enemies in the sector are killed, wouldn't they?

And exactly that makes me think that it must indeed be the new ones that step in (itemchoices). Coz freezes are most likely to happen at the direct beginning of the turn or after an interrupt when u killed an enemy. It makes sense, to me at least Wink. Enemy is created, chooses a faulty item, is exposed on the map and freeze.

I've tested it with reinforcements turned off and - so far - not a single freeze.

As this only happens when a certain gameprogress is reached I'd say we can exclude all items which are chosen in early game progress.

It starts (in my games) when I go to the second city - no matter which one. As I have set kills to 55% for progress I could look how many kills I've got so far. Combined with freed sectors there must be a way to check what items have come into the choices and then test without these items. Wouldn't that be the best way to get around it?

Another possibility would be a protocol, dunno if it could be written, but we would 'simply' need a protocol that writes down the items chosen be the enemies during reinforcements. Then we simply have to look for the moment the hang-up orrured and voila, we've got it.

@Wil - if the abovementioned ideas aren't leading to solving, I would offer to test the limited item_choices. As I seldom use dropped equipment it wouldn't be game breaking for me.

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