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Re: exploring_worth sub-module functions (Was Re: Side Mask)


>Hi,
>Some questions: if one adds a "single combat-result" CRT (like most
>board-games have),
>instead of multiple hits, is there some way to:
>
>a) slow the rate of change from one battle to the next (since each battle
>gets resolved in one "die roll", the user may want more time to see the
>effect).

This could easily be done, though I doubt it would be very useful. One
similar thing that I have considered is a pause button that halts the game.

>b) turn off the animation, other than to simply highlight the units in
>question. have some sort of a "replay" function, so the user can see or
>list all of
>the combat results?

I did turn off the animations while hacking the code. The result is
extremely confusing. As for replays, that would be useful but it is not
easily implemented.

>d) allow ordering of combat, in the case of PBEM (i.e. one lines up all the
>attacks, but none of them occur.  Then they all occur simultaneously, then
>user
>advances-after-combat those units that win.  Or, the user can make one
>combat occur one after the other).

This is close to impossible. Xconq moves one unit at a time, just like
chess or any other board game. Simultaneous movement would require us to
rewrite the kernel from scrath, and network play as it now works would be
impossible.

I do think that xconq is well suited for PBEM. The way to do it is to run
the game in sequential mode, save the game and email it after each side has
moved its units.

Hans

Hans Ronne

hronne@pp.sbbs.se



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