You certainly know how to push the ID to its limits...
That's what I do. Give me any tool, prop, or concept, and I'll give it the Kitchen Sink treatment. I once wrote a six-minute skit around the word "check." :)
So the currently applied rule is (1) replace all cau/dau combinations by a hypothetical p'/p" for enemy/friendly hopping only, and if a u is left, unload there (2) the victim at the destination, or if not present (3) the locust victim.
Is there any editing of the GAME code needed, or should it work the next time I try it?
For the time being it is still undefined what would happen for a true unload when there are multiple locust victims and no replacement capture. (A case that the current GAME code does not support anyway.)
That's what I do. Give me any tool, prop, or concept, and I'll give it the Kitchen Sink treatment. I once wrote a six-minute skit around the word "check." :)
Is there any editing of the GAME code needed, or should it work the next time I try it?
Neither does my brain. (Owwwww....)