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Re: CRT Combat Model (long)
- From: "Erik Jessen" <ejessen at adelphia dot net>
- To: "Bill Macon" <pzgndr at hotmail dot com>,<hronne at pp dot sbbs dot se>
- Cc: <xconq7 at sources dot redhat dot com>
- Date: Mon, 11 Mar 2002 17:30:26 -0800
- Subject: Re: CRT Combat Model (long)
- References: <F116d8Kh3V27IoElm2M0001423c@hotmail.com>
Hans,
How hard is it to define another combat model?
I ask, because there are times when it's faster to bolt on your own code,
than
to try to understand someone else's, and then try to shoehorn your
application to it.
I think having a "standard" wargame combat model would certainly add to
Xconq's
attractiveness.
I believe the movement, production, and AI are capable of what we (Bill and
I) need to do.
Erik
----- Original Message -----
From: "Bill Macon" <pzgndr@hotmail.com>
To: <hronne@pp.sbbs.se>
Cc: <xconq7@sources.redhat.com>
Sent: Monday, March 11, 2002 2:44 PM
Subject: Re: CRT Combat Model (long)
> Thank you, Hans. Looks like model 0 with terrain effects is what I need
to
> focus on for what I'm trying to do. I need to ponder this some more,
study
> the code and table defs, and experiment some. Your explanations clarified
a
> lot.
>
>
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