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Re: mcdonald@phy.cmich.edu


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?


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