This is the mail archive of the
xconq7@sources.redhat.com
mailing list for the Xconq project.
Re: Civ game
- From: Kristoffer Lawson <setok at fishpool dot com>
- To: Jim Kingdon <kingdon at panix dot com>
- Cc: "xconq7 at sources dot redhat dot com" <xconq7 at sources dot redhat dot com>
- Date: Thu, 12 Sep 2002 23:24:18 +0300 (EEST)
- Subject: Re: Civ game
On Thu, 12 Sep 2002, Jim Kingdon wrote:
> > I was reading about Xconq and it seemed to resolve many of those
> > issues with a very nice interface. It even includes a CivII game.
>
> The civ2.g game isn't as well-developed as, say, advances.g or the
> standard game. Not that I've tried civ2.g in a while, but trying a
> few of the xconq games might get a better idea of what is there and
> what isn't.
Yes, naturally. The thing is right now I was specifically looking
for a civ game to fix some of the problems with freeciv and so I
stumbled across Xconq. The idea of a generic platform on which to
build other games is essentially a very good one. Pity about the
plan business not working with most games. I'm sure the war games are
fantastic, but not really what I'm looking for at the moment.
>
> > It would also be good if there was a manual explaining what the
> > various units actually do in the context of Xconq. F.ex. we all know
> > what to expect from the various wonder-units, caravans etc. but how
> > they actually affect the game in Xconq is a bit unclear.
>
> Best place to start is the online help (hit the "?" key). That and/or
> read the .g file directly (the online help and the .g file have pretty
> much the same info, just formatted a bit differently).
I did exactly that, but there really isn't much info on the details
of how wonders and other non-military units affect the game.
/ http://www.fishpool.com/~setok/