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Re: Player Unit Design
- From: Hans Ronne <hronne at pp dot sbbs dot se>
- To: "Stanley Sutton" <sutton at t-surf dot com>
- Cc: xconq7 at sources dot redhat dot com
- Date: Thu, 15 Aug 2002 21:50:00 +0200
- Subject: Re: Player Unit Design
>Looking through the manual, there doesn t seem to be a player unit design
>capability, such as Alpha Centauri has. I suppose you could pre-design
>all the possible unit types, but I suspect the display for building units
>wouldn t handle the explosion of unit types possible (roughly 1800, if I
>got all the options correct). That sort of addition to Xconq would
>require modifying both the kernel and the user interface, wouldn t it?
Yes. Though I don't think it would be impossible. There is no a priori
reason for not allowing players to tamper with the unit porperties in the
GDL tables during the game. You would have to provide a user interface for
doing this, though, and also some ground rules. It should not be possible
to design a better unit without paying for it in some way (e.g. more
construction needed). And you would also need to provide a separate set of
units for each side. But some games already have that, e.g. lord-rings.g.
>Also, the build routines would need changes, since build rates are
>determined by the available materials, rather than by construction points
>the way Xconq does things. I suppose you could add
>material_to_construction_point routine and set the default contruction
>points to zero.
Classical xconq units (as in the standard game) use action points for
construction, but the acp-independent units are limited only by available
materials, just like you described.
>I ve been reading all 3 of the manuals, and some of the game code while
>trying to beef up the documentation. This means more delays in
>documenting actions.c; but hopefully, better documentation.
That's fine. The documentation is xconq's weak spot right now, so your work
is appreciated.
Hans
Hans Ronne
hronne@pp.sbbs.se