This is the mail archive of the xconq7@sources.redhat.com mailing list for the Xconq project.


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]

Re: Questions about some modules


On 18 Apr, Colin Howell wrote:
> Jim Kingdon writes:
>> 
>> > For example, how do you fortify units?
>> 
>> Uh, in advances.g you build a "stockade" or "city walls" unit inside
>> the city unit.  Not sure if that is the same as fortify in CivII, as I
>> haven't played CivII.
> 
> In CivII, "fortifying" a unit means to have it set up a stationary
> defensive posture.  Think of a Roman legion constructing a fortified
> camp.  A fortified unit has 50% greater defensive strength than
> normal.  It takes one turn to fortify a unit, and the unit cannot move
> while fortified; moving the unit automatically cancels the fortified
> status.  A unit can fortify anywhere: in ordinary terrain, inside a
> fortress, or inside a city (which may or may not have walls).  The 50%
> defensive bonus always applies regardless of where the unit fortifies.
> 

Right. And if I look at the xconq GUI, these actions aren't very apparent to
me. But maybe they can't be supported? At any rate, I'll try the advances
module also to test it out.

>> > Something else I'd like to know: is someone working on a Conquer module?
>> > Something based on the Conquer game by Adam Bryant and Ed barlow.
>> 
>> Not that I've heard of....
> 
> That seems a bit ironic.  Isn't the name "xconq" derived from Conquer?

I doubt it. Looking at the history section, nowhere does it mention Bryant
or Barlow's name. There may also be licensing issues. The license for
Conquer 5 is pretty restrictive. I'm still trying to locate Bryant to see if
he is willing to loosen it a bit.

L


-- 
Laurent Duperval <mailto:lduperval@microcelli5.com>



Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]