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Re: More revisions to exploring_worth
- From: Hans Ronne <hronne at pp dot sbbs dot se>
- To: dancebob at mindspring dot com (Bob Carragher)
- Cc: xconq7 at sources dot redhat dot com
- Date: Mon, 22 Jul 2002 13:53:12 +0200
- Subject: Re: More revisions to exploring_worth
- References: Message <1027291500.21386.202.camel@localhost.localdomain> from Lincoln Peters <peters2000@mindspring.com> on21 Jul 2002 15:44:58 -0700.
>Something else that didn't occur to me until this message is that
>water-based units are useful only for determining the outline of
>the islands and continents (and one or two sectors of beach). If
>the islands and continents don't have enough inlets, you can't
>really determine very much about them. But that's where all the
>production occurs and all the value is located, at least in the
>standard game.
I agree. See my reply to your previous email yesterday. However, on second
thought I don't think it's such a big problem. The reson is that most
cities are land-locked, so they will only build ground and air units even
if naval units are rated higher. For those cities that have sea access, it
makes sense to build mostly naval explorers.
>Construction time is probably easier than visibility, unless there
>are relatively complex construction considerations (e.g. research,
>"technology levels").
Unfortunately, it's not that easy. There are game-specific balancing
issues. See my reply to Lincoln's latest mail.
> 1. Perhaps this could be a configuration option for a
> game, but providing weights for each of these
> different considerations. Thus, we could have, for
> example, different "standard" games with different
> weights. This would allow for lots of testing
> without needing to recompile xconq.
There is alreay a mechanism for this: the doctrine. You can specifiy in the
game file how a given side (and its units) should behave using doctrines.
This is a tool of great potential which is not used much right now.
Hans
Hans Ronne
hronne@pp.sbbs.se