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Re: What to do with Xconq
- To: Ari Rabkin <asrabkin at twcny dot rr dot com>
- Subject: Re: What to do with Xconq
- From: Stan Shebs <shebs at shebs dot cnchost dot com>
- Date: Sat, 05 Feb 2000 16:14:11 -0800
- CC: xconq7 at sourceware dot cygnus dot com
- References: <200002052343.SAA09337@hood.cnchost.com>
- Reply-To: shebs at shebs dot cnchost dot com
Ari Rabkin wrote:
>
> > Ari Rabkin wrote:
> >>
> >> And the ones that do work need to be better documented.
> >
> > Sigh, more writing - doesn't anybody else want to do some of this?
>
> I'd be happy to! Just noting it needs to be done. I'll see what
> I can do. Where do I submit finished or quasi-finished stuff?
You can send diffs against a snapshot to this list, or to me or Hans
directly and we can check in. If you develop a taste for this, I can get
you set up to check into CVS on sourceware directly.
> >> I have noticed that all xconq games seem alike. This isn't good:
> >> the player should have to act and think differently in each game, not
> >> just exploit the same strategies.
> >
> > A good observation. This is probably a side-effect of unimplemented
> > scorekeeper types, combined with lack of support code in the mplayer,
> > so every game's goal has to be to wipe out the other player.
>
> I suspect the prime cause is that, aside from flavor, there is little
> difference between tanks, destroyers, napoleonic armies, and starships.
> Units and games should be more individualized; I suspect that many of the
> newer engine additions will help with this.
There are a lot of unused or underused GDL features, true!
> >> 2) Civilization is more than a war game; there is the dimension
> >> of economics, science, and city management. Civ nations are not always
> >> at war or in (like the sides in some xconq games) perpetual alliance.
> >> Xconq is able to do science and economics to some extent with the "advanced
> >> city" code, but diplomacy is still a giant gap.
> >
> > Yeah, that's what agreements are supposed to be for, but that's something
> > that turned out to be a bigger job than I originally expected...
>
> Can we have that added to the "subsystem-to-finish" list?
OK.
> Is the support for multiple combat models in place? If so, I'd be
> willing to have a go at writing one at some point.
Look at refs to g_combat_model in the sources; it's basically just case statements
on its value. 0 is traditional, 1 is Civ-like, leaving about 2,000,000,000 values
available... :-)
> I've been slowly tinkering with a "modern" version of standard--it seems
> fairly playable; is there a method in-place for submitting this sort of
> thing?
Just send it to this list, either as a pointer to a file online, or in the message.
I'm sure a lot of people will be interested in giving it a try!
> > "ancient.g" is my idea of an AoE clone - it motivated me to add the
> > collecting task. Yes, it's unfinished too... :-(
>
> It seems pretty good--it passed, at least for me, the "keeps player
> up late at night" test.
Wow! But the AI didn't really do anything, right? It doesn't have any
code to understand about foraging and such. Interestingly, this is a
"real-time" game, in that turns timeout very quickly, so time passes
even if you don't do anything.
> What is the hex-to-square formula, btw, if you know it offhand?
The easiest translation is to treat the square-grid map as if it were
a hex map leaning over to the right. Then Y just maps to Y, and you
find the hex map's X by subtracting 1/2 of Y, X -> X - Y / 2. Usually
you have to do some cleanup to compensate for the hex map having only
six neighbors to a cell, and no corner adjacencies to exploit for
things like canal/isthmus combinations.
Stan