Dave;
It is possible that this is a feature not a
bug....perhaps after I made the comment others chimed
in, and this just happened to be after 1.6 came out.
For example, a common pattern that I have is early in
the game I have a surplus of kids (adults being killed
off by all the raids, and initiating 20 kids a year
while having 33 babies, etc). So I put no magic at
all into children for years. Then, suddenly, a lot of
those children grow up, and I either initiate 110 kids
one year, or get the surge spread over a few years.
Suddenly I have more adults than kids, and I'm losing
less adults to warfare. If the program tracks the
rough age distribution of the adults, perhaps those
newly initiated adults aren't having many babies yet,
and if I'm too busy or distracted or stretched to put
magic into helping them, well, it will leave the clan
vulnerable to anything that hurts our fertility or
kills off many kids.
--Bryan
- David Dunham <david_at_...> wrote:
> At 14:46 +0000 01-12-18, Bryan wrote:
>
> > There was only one small fly in the ointment:
> shortage
> > of children. We'd recovered to the point that
> the
> > ring wasn't talking about it, but their numbers
> were
> > still low.
>
> OK, this seems to be a fairly common report. I'd
> looked at the code
> before and seen nothing wrong.
>
> I finally got some time to analyze this with the
> debugger, and it
> looks like the children calculation is correct, but
> simply not
> working. This suggests a compiler problem. I'm
> looking at it right
> now on a Macintosh. Have people seen the "no
> children" problem under
> Windows too?
>
> I think several reports suggest that it started in
> version 1.6. There
> don't seem to be any relevant changes, though it's
> possible I
> switched Macintosh compilers at that time.
> --
>
> David Dunham A Sharp david_at_...
> Voice/Fax: 206 783 7404 http://a-sharp.com
> Spare no expense to make everything as economical as
> possible --Samuel Goldwyn
>
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