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RE: Player Unit Design
- From: "Stanley Sutton" <sutton at t-surf dot com>
- To: "Jim Kingdon" <kingdon at panix dot com>
- Cc: <xconq7 at sources dot redhat dot com>
- Date: Thu, 15 Aug 2002 11:16:23 -0500
- Subject: RE: Player Unit Design
I guess that would work. If the city stores minerals until it has
enough to create/build the unit, which would have the same effect as
partially building the unit. But would the status display the
completion based on material, rather than turns and/or completion
points? Or would it just show 0/1 until it could build it?
Stanley M. Sutton
sutton@t-surf.com
AIM: StanleyMSutton Ext: 13
MSNMessenger: sutton@t-surf.com
> -----Original Message-----
> From: Jim Kingdon [mailto:kingdon@panix.com]
> Sent: Thursday, August 15, 2002 10:29 AM
> To: Stanley Sutton
> Cc: xconq7@sources.redhat.com
> Subject: Re: Player Unit Design
>
> > 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 think you are looking for the acp-independent flag.
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