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Re: 'include' and 'base-module' statements







 --- On Thu 10/24, Stan Shebs  wrote:
From: Stan Shebs [mailto: shebs@apple.com]
To: ejessen@adelphia.net
     Cc: xconq7@sources.redhat.com
Date: Thu, 24 Oct 2002 08:07:55 -0700
Subject: Re: 'include' and 'base-module' statements

> Erik Jessen wrote:
> 
> >base-module
> >1) the module referred to in 'base-module' must be in the 'lib'
> directory.
> >
> More accurately, it needs to be in a directory in the search path,
> and the lib dir is usually in there.
> 
> >
> >include
> >There doesn't appear to be an example of it anywhere.
> >
> How are you looking?  By my count, there are over 110 examples
> in the lib dir.  standard.g includes stdunit.g, nat-names.g,
> town-names.g,
> and ng-features.g for instance.
> 
> >
> >>From what I can tell,
> >1) it requires the file to be in the 'lib' directory.
> >
> Or anywhere on the search path.
> 
> >
> >2) it must be in the format of
> >    (include "").
> >
> >    No '.g' suffix
> >
> Yes.  At one point I was considering ideas like burying modules in the
> executable, so wanted to decouple name and file extension.
> 
> >
> >3) it is a real include (i.e. no 'game-module' command in it).
> >
> Yes.
> 
> >
> >Now here's a question; the map defaults to being rows.
> >I'd like to install an existing game which uses columns.
> >Is there some way to get Xconq to display the map that way?
> >
> Not without a lot of hacking to alter the x/y translation.  Not
> unlike the perspective view code, so there's a model to work from.
> You'd need new sets of terrain images too.
> 
> >
> >Also, is there some way to get Xconq to do a hexagonal map (but not
> be
> >'wraparound')?
> >
> Make the world's circumference larger than its width.
> 
> Stan
> 
> 

If you want the board to be a hex, make the width and height equal.  Don't forget to allow for the border, os if you need a hex 21 across, make the world 23x23, and set the circurmference to 30.
> 

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