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Re: Developer release of knightmare.g


On Mon, 2005-01-03 at 19:00 -0700, Eric McDonald wrote: 
> I noticed a couple of typos when I was reading through it. I believe 
> "benevolent" was spelled as "beneavolent" in one place. I have not 
> forgotten the other typo.

I guess I should have run "spell check" before the developer release.

And as I think about it, I found a few typos in the IMF files while
working on this project:

* In fantasy.img, "heroes-yellow-shieldman" is misspelled "heroes-yellow-shiledman"
* In angband.imf, "scorpion" is misspelled "scorpian" in every case.

I'm not entirely sure how to fix this without also fixing it in every
game that uses those images (not that there are very many of them).

> 
> But, wow. It is much bigger than last time I looked at it. I am glad to 
> see that the 20 levels of knights are still intact though, since the 
> progression through combat experience is part of what made the original 
> 'knights.g' appealing to me.

The combat experience mechanism (which only became possible with the
implementation of auto-upgrade a month or two before I started
developing it) was the initial reason I wrote it, both as a (hopefully)
enjoyable game and as a demonstration of how the change-type mechanism
can be used.

I had hoped to increase the number of levels to 27 (when I added the
ancient, wyrm, and great wyrm dragons, which were eventually removed),
but when I tried to do so, the entire hit-chance table mysteriously
broke down.  I found it was easier to re-write it from the original
knights.g than to try to fix it.  Maybe I will try again later.

> 
> Hopefully, I will get a chance to playtest it soon.

Enjoy!

> 
> > A few Xconq bugs that I uncovered while developing this module (all of
> > them have been posted at SourceForge):
> > 
> > * When a city or temple upgrades by changing type, the new type has a
> > longer reach than the old type.  However, the reach of the unit is
> > unchanged.  This drastically slows their growth.
> > 
> > * When a change-type occurs, the affected unit seems to lose materials
> > in the process.  Although with the supply and economy systems in place,
> > this bug may be hard to pin down.
> 
> Both of these are likely easy to fix. However, it would be quite helpful 
> to have a saved game demonstrating them.

I'll see what I can do.  I'll e-mail you the saved games directly, since
they'll probably be pretty big.

---
Lincoln Peters
<sampln@sbcglobal.net>

Epperson's law:
	When a man says it's a silly, childish game, it's probably
	something his wife can beat him at.


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