This is the mail archive of the xconq7@sources.redhat.com mailing list for the Xconq project.


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]

Re: Colonization (and other questions)


If the code's to be modified, could we make it generic, so that
if multiple inputs are present, multiple outputs result, and mark
which inputs get consumed & which don't?

That way, one could model needing
- aircraft factory capacity (not consumed)
- light metals (consumed)
- fuel (consumed)

and outputting
- fighters
- bombers

I'm more into the economic/logistic part of the game, and I need this
to be able to model global economies (either Spanish emire of Conquistadors,
or USA in WW2).

Erik
----- Original Message -----
From: "Hans Ronne" <hronne@pp.sbbs.se>
To: "Michael Burschik" <burschik@id-pro.de>
Cc: <xconq7@sources.redhat.com>
Sent: Saturday, November 25, 2000 4:00 AM
Subject: Re: Colonization (and other questions)


> >Is there a game library similar to Sid Meier's classic
> >Colonization (still one of my favourite games)?
>
> Not really. What we have so far is a Civ 2 emulation module and the
> Advances Through History module, which is like Civ 2 but with a more
> realistic research tree. If you would like to write a Colonization module,
> you could start with one of these. There is also a Voyages of Discovery
> module that Stan is working on. It may end up looking like Colonization.
> You would have to ask Stan about that.
>
> >Can the game map be partially random and partially fixed,
> >e.g. Europe plus a random "New World"?
>
> No, but superimposing a known map on a random map should not be too
> difficult to implement. Interesting idea.
>
> >Can materials be transformed, e.g. can a smith change metal
> >into tools?
>
> You can specify that a unit produces one material type each turn if it has
> a specific amount of another material type available. However, the second
> material type is not consumed in the process. This may seem weird, but the
> code is used only in one game (empire) where the required second material
> type is "civilians" (sic).
>
> I think it would be more intuitive if the second material type was
consumed
> in the process. This would also make the kind of explicit conversion you
> are asking for possible. Perhaps we should change the code accordingly.
The
> "civilians" in empire could be handled as a unit type that can do
> production provided certain other units (facilites) are available in the
> same cell.
>
> Alternatively, we could keep this rather unusual material type, and
specify
> a new consumption-on-production table whose entries would be set to 0 in
> empire but 1 in games that allow material converion.
>
> You can also specify that one material type is automatically converted
into
> one or several other material types at the start of each turn. See the
Civ2
> module, where "arrows" are converted into "taxes", "luxuries" and
> "science".
>
> Hans
>
> Hans Ronne
>
> hronne@pp.sbbs.se
>
>


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]