Niklas Karlsson wrote:Actually, your proposed solution is what was intended all this time, almost atleast. we wont prioritize units that is more heavily damaged. This bug will be fixed with the next release
Happy gaming
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And btw, it was about 20 lines of code to add, and just fiveish to change
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20 lines eh ?
Ya, I think, I can see the code...
1 // Shopping list:
2 // 12 eggs
3 // 1 liter milk
4 // bacon (mmmm bacon)
5 //
6 // ToDo:
7 // Remember to code awesome new DL stuff
8 // Return davids coffee mug, before he sees I used it as an ashtray
9 // make some extra bugs that need debugging, so I have work for next week (need this job man!!!)
10 //
11 // Diary:
12 // Dear diary, today we made fun of Iona at the office, he never saw that muffin commin,
13 // it was awesome !!!! My kat got kittens weee, i wonder if I can skin em and
14 // sell their fur. Thats all diary!
15 // P.S. Saw hot chick move in next door, gonna do my special borrow sugar move tomorrow !!!!
16 //
17 double Unit::soldier_heal_pr_tick(int healstr)
18 {
19 return (double) (healstr * this->unit.get_soldiers_hurt() / this->unit.max_soldiers() );
20 }
Am I close ?