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This section describes some of the problems you might encounter,
and what to do about them.
"Errors" are fatal flaws. Xconq must shut itself down in order to
prevent a bad situation from getting worse. You may be able to save the
game, repair it, and restart it, but you must understand a good deal
about GDL and about how Xconq works.
"Warnings" are advice that something is amiss, but that there is no
obvious reason to quit.
Any error or warning not listed below is almost certainly a bug, most
likely in a game design, but maybe in Xconq, and should be reported
as such.
Can't find module xxx anywhere
-
This means that Xconq searched in the library locations it knows
and found no modules named xxx.
Module xxx could not be opened
-
This typically means that although the module was found, it could
not be opened; for instance, it might have been read-protected.
Too many players
-
Some game designs limit the number of players, and you asked for
more than that. Ask for fewer.
Requested advantage is too (low, high)
-
The game design limits the range of advantages that you may request,
and you went outside that range.
Only n of the requested displays opened
-
(not the most useful message in the world - only document the
"xxx could not be opened" message?)
Need at least one display to run
-
Xconq is an interactive game; a game with no displays at all
is sort of pointless, eh?
Images were not found
-
A game design may not have had images defined for
all types of units and terrain.
Xconq will warn about this, then make up some (typically ugly)
default images itself. Actual game play will be unaffected.
xxx color is way off on display yyy
-
It may be that a particular display and its software will not
have set up a color that matches what was requested (this can
happen in X, for instance). This has no direct effect on game
play, but some of the players may have difficulty if, say,
their displays show several different terrain types as having
the same color.
Memory exhausted
-
Some Xconq games are exceedingly large and complex, and it is
not unusual that they will need more than that available RAM or
swap space. This will typically occur during game setup, since
Xconq preallocates nearly all of the space it will need.
If you have no way to get more memory, you must choose a smaller
game. You can make a given game smaller by choosing the "See All"
variant (no need to record views for each side) or by having fewer
players and/or fewer AIs. For instance, instead of playing against 7 AIs,
you can play against one AI with an initial advantage of 7.
Can't open statistics file xxx
-
(Obvious)
Can't open score file xxx
-
(Obvious)
Sides have undesirable locations
-
A game can specify how close and how far away each side should be from
all the others, and the kind of terrain each will start on. If the
world is too small, or doesn't have the right kinds of terrain, then
Xconq will warn about this. The game will still play normally, but
it may be grossly unfair, and if the sides start out hidden from each
other, it may be a while until it becomes obvious how unfair it really
is.
The standard builtin AI mplayer
does not cheat; it always plays
according to the same rules as you do. This should be true of any AI in
Xconq. If you have evidence that would seem to indicate that any AI
is using information it should not have, or is otherwise cheating, that
is a bug and should be reported. Note that sometimes the AI is smarter
than you are, or moves more quickly; it may very well have spotted one
of your units and disappeared again without you noticing.
Cheating by human players is possible, though not easy.
For instance, a player could examine a saved game and learn all kinds
of things, perhaps even starting up a separate game from it.
As always, human ingenuity will defeat any purely technical defenses,
and the best way to forestall cheaters is to refuse to play with them.
If you suspect cheating, look at the game history and the final game
statistics for things that seem suspicious.
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