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Re: mcdonald@phy.cmich.edu
- From: Lincoln Peters <sampln at sbcglobal dot net>
- To: Elijah Meeks <elijahmeeks at yahoo dot com>
- Cc: Xconq list <xconq7 at sources dot redhat dot com>
- Date: Thu, 20 Nov 2003 13:22:26 -0800
- Subject: Re: mcdonald@phy.cmich.edu
- References: <20031120195327.90997.qmail@web13106.mail.yahoo.com>
On Thu, 2003-11-20 at 11:53, Elijah Meeks wrote:
> I just tested my setup last night and, to my pleasant
> surprise, found that the hp-to-garrison totally wiped
> out the original unit. What I forgot to check was
> whether this was because my hp-to-garrison was so high
> that it burned through the various levels of
> wrecked-type units or if it's within the code that a
> unit destroyed by hp-to-garrison is 'vanished' instead
> of 'destroyed'. I'll find out tonight, but it works
> and it's cool. The only problem now is that there
> needs to be four Xconq units for each normal unit
> (i.e. Reinforced Corps, Corps, Understrength Corps,
> Severely Depleted Corps just for a Corps). I don't
> mind creating the units and Xconq doesn't mind
> processing them, but that's a whole heckava lot of
> units for the player to need to scroll through in the
> build window, especially given that units declared as
> wrecked-types need to be declared before the units
> that reference them.
Theoretically, Xconq can do all of this with one unit (I think the Game
Design Manual uses dragons of different age categories as an example).
However, I don't know if it has been used, let alone works, in practice.
>
> Which is a long way of saying please, please, please
> make the build window only show what can be built.
> Please!
It seems like it would be simple enough to make the tcltk interface show
a checkbox that restricts the "Build" panel to only show available
units, but I don't know. GTK+ with Glade and Visual Basic's Design view
are the only GUI libraries I'm familiar with.
>
> Also, does Xconq have a hotseat mode?
Uhhh...what's a "hotseat" mode?