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Re: scorekeeping and materials
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: mskala at ansuz dot sooke dot bc dot ca
- Cc: xconq7 at sources dot redhat dot com
- Date: Sat, 8 May 2004 13:20:27 -0400 (EDT)
- Subject: Re: scorekeeping and materials
Hi Matt,
On Sat, 8 May 2004 mskala@ansuz.sooke.bc.ca wrote:
> First issue: I can't find a nice way for combat to involve capturing
> materials from the enemy unit. The best I can do seems to be for failure
> in combat to always result in being wrecked or captured instead of
> destroyed, and then have wrecks automatically surrender, making their
> materials available to the winner.
To clarify: you want to capture materials from a unit that is
still alive after a combat action in which it was hit?
> of the "m" property. I don't know the correct syntax for that. (There
> are, of course, other serious problems with scorekeeper syntax
> documentation - this is just the one that seems worst.)
There are many places where the documentation is "out of sync"
with the code. As I have encountered them, I have tried fixing
them, since those who worked on the code before seemed not to give
a rat's posterior about keeping the documentation up to date. It
is a very serious issue with Xconq; I know your frustration.
I have been aware that the scorekeeper docs are quite deficient.
When I first joined the Xconq project and was working on creating
a game, I found that it was hard to infer correct syntax due to
the documentation's scantiness. At some point, I intend to
reconcile what the scorekeeper code says with what the docs say
(and provide a little clarification and amplification), unless
someone else wants to do it first (patches always welcome
:-). I have had other things on my platter the past 9 months....
> of trees. You can do that, but it'll take damage. Well, the existing
> "attrition" and "accident" systems are evaluated only at the start of a
> turn - so you can go through damaging terrain with impunity as long as you
> are careful not to end the turn there.
I take it you are not interested in wrecking the unit or making it
vanish, but merely want to damage it?
> The damage should ideally come specifically from
> *movement*.
I can't argue with that.
> Maybe it would be reasonable for this kind of damage to be
> associated with border terrain?
Why specifically border terrain? Border terrain is just a subset
of terrain, and I think that a change to these features would be
better left generalized. If I have an 18th cetury army moving
through a swamp (cell terrain, not border terrain), then it
should receive attrition from malaria each move in the cell
terrain....
> One problem there is that Xconq crashes
> whenever I try to save a handmade file containing a border terrain type
> (not the supplied files, but I haven't been able to figure out what's the
> difference), which makes editing difficult.
Thanks for the crash report.
Do you have a stack trace? And can you send us the file in
question?
> Is there any hope?
<yoda>Always hope, there is.</yoda>
> advanced scorekeeping just an unimplemented feature and that's it? Kind
> of annoying if that's the case, because advanced scoring is documented in
> several places as a significant feature of Xconq.
I share your annoyance. I'm not always that happy to clean up
after other people's poor documentation practices.
> My thought on how to solve my immediate issue is to maybe represent the
> scarce substance as "token" units that can be carried by other units,
> captured, etc. Then I can give the tokens a point value and use the
> implemented scoring system. That's likely to get annoying really fast,
> though, if I have a unit carrying twenty or more tokens.
I'll give some thought to your feature request regarding the
materials.... I won't be able to get to dealing with it right away
though. If you felt up to creating a patch in the interim, that
would be quite welcome.
Eric