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Re: More Combat Options
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Elijah Meeks <elijahmeeks at yahoo dot com>
- Cc: xconq7 at sources dot redhat dot com
- Date: Tue, 11 May 2004 13:59:05 -0400 (EDT)
- Subject: Re: More Combat Options
Hi Elijah,
On Tue, 11 May 2004, Elijah Meeks wrote:
> Hey guys, I'm going to play squeaky wheel, now that I
> see tables being produced eight a day and all these
> new revisions to Xconq--3D units and 64-player, neural
> net AIs and, and, and...
As Hans mentioned, these were items for discussion and not
necssarily immediate action.
> to Xconq, but I really think there should be a new
> combat system, or at least a revision to the old one.
> If anything, I think there should be a global variable
> with Type 1 Combat (Civilization-style), something
> like, "Fight-Until-Death", so that if it's true, it
> keeps working the way that it does now, but if false,
> each combat action only has one effect. It can
> default to true, so there's no issue with current
> games.
>
> Any chance of this?
As Hans mentioned, the model 1 code is specifically set up to
loop; the model 0 code is not.
What I have proposed previously is that, in the post-7.5 world, we
may want to make the combat system modular, and the recast models
0 and 1 in terms of the modular one. Then, designers would just
set variables to determine which behaviors to turn on and off.
In the short term, I may add more flexibility to the way capture
can work in model 0, and maybe do some more work with terrain
effects, but that is the extent of my pre-7.5 ambition wrt combat.
Also, I might implement the materials attrition (and capture)
stuff that I recently discussed with Matthew.
> Anybody have any desire to make any major changes to
> the combat system?
I don't presently. There are still quite a few bugs to fix before
we can release 7.5.
Eric