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RE: Compound Terrain Effects


I created a whole set of test-cases, to illustrate things like
- how road/rail reduces MP cost in woods, but not in clear
- how to do slides
- how to vary cost of entering a hex v. leaving

This was mainly for my own education; they're certainly not games per
se,
But are only 10-20 hexes, 1-2 units.  I would think others would find
them useful, but how should they be added to Xconq?

Erik

-----Original Message-----
From: xconq7-owner@sources.redhat.com
[mailto:xconq7-owner@sources.redhat.com] On Behalf Of Eric McDonald
Sent: Saturday, October 25, 2003 9:32 PM
To: xconq7@sources.redhat.com
Subject: Re: Compound Terrain Effects

Hello,

On Wed, 15 Oct 2003, Jim Kingdon wrote:

> > (1) Are any gamers interested in playing game modules with  
> > these compound effects?
> 
> It might be kind of confusing (why am I seeing this unit and not
> that?), but the way to find out would be to implement it and start
> play-testing.

OK, time to start play-testing.

There is currently only one game that takes advantage of compound 
terrain effects, and that is Bellum Aeternum. But the 
functionality is now there for any game designer who wishes to use 
them.

Specifically, the compound effects are active for the following 
tables: visibility, attack-terrain-effect, 
fire-attack-terrain-effect, defend-terrain-effect, and 
fire-defend-terrain-effect.

They are used in Bellum to help expose land units on roads. I have 
not tried them with coatings or borders, but they should work the 
same in those cases.

The implementation is still somewhat primitive in the regard that 
it does not consider the direction of the attack and whether the 
border is actually present in that direction. I will hopefully get 
around to addressing that at some point. Another detail is whether 
a unit is actually using a connector or not; I need to research 
the proper way to test for that.

  Regards,
   Eric




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