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Re: Getting the Treasury to Work and Other Issues
- From: Hans Ronne <hronne at telia dot com>
- To: Elijah Meeks <elijahmeeks at yahoo dot com>
- Cc: xconq7 at sources dot redhat dot com
- Date: Tue, 3 Jun 2003 00:16:25 +0200
- Subject: Re: Getting the Treasury to Work and Other Issues
- References: <l03130300baf3137f8fc5@[212.181.162.155]>
>A couple questions for the more xconq-savvy:
>
>My units aren't transferring materials to the
>treasury, in the case of units that can store
>materials, they just keep it and in the case of units
>that cannot store materials, the materials simply
>aren't collected. I've checked to see if this is an
>ownership issue by assigning ownership to the two
>terrain types that produce material (Farmland and
>coal) but nothing changed.
You have to specify what materials should be kept in the treasury (default
nothing):
(add cash treasury true)
... and also specify what units give stuff to the treasury (default no units):
(table gives-to-treasury
(places cash true)
)
see the games that use treasuries (3rd-age, advances, ancient and civ2) for
further details.
Units that cannot store a material are unable to handle it, and cannot
therefore give it to the treasury.
Ownership does not matter. Usage does for advanced units. Only one advanced
unit can use a given cell at any time (just as in Civ).
>Also, is it possible to invest features with anything
>more than a name and location? I'd like to assign
>some value to political areas, states or counties or
>whatever.
Nope. Features are purely decorative right now. The absence of a
state/country/province object is a major limitation of xconq. I have
considered adding it severall times, but it would take quit a lot of coding
to implement.
Hans