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Re: New version of bolodd2.g that supports change-type
- From: Lincoln Peters <sampln at sbcglobal dot net>
- To: Eric McDonald <mcdonald at phy dot cmich dot edu>
- Cc: Xconq list <xconq7 at sources dot redhat dot com>
- Date: Sun, 07 Mar 2004 17:52:55 -0800
- Subject: Re: New version of bolodd2.g that supports change-type
- References: <Pine.LNX.4.44.0403031706190.26917-100000@leon.phy.cmich.edu>
On Wed, 2004-03-03 at 14:21, Eric McDonald wrote:
> Yes. They actually have been for some time. The last version that
> I checked in (before starting the rewrite) allowed Germinators to
> build Towns and Citadels. Then Towns could upgrade to Cities to
> Metropoles. (Also, the last checked in version has updated unit
> graphics; I used some much nicer pictures from the Trident and PG
> image sets.)
Perhaps some of the LOTR images would also be useful; probably
"ancient-black-city" would be more appropriate for capitals than
"parthenon" (or at least it would be more dramatic).
I'm also going to try incorporating some of the Trident and PG images
into bolodd3.g (so that, for example, it will be possible to tell the
exact type of artillery you're looking at by the image alone). So far
it looks promising.
> But, I think the most important aspect of the new version is the
> better ACP math. Meaning, that it should be much harder to get a
> unit to have 1 or 2 leftover ACP which it cannot do anything
> with. I think this was probably the most annoying aspect of the
> old game module, because then the user had to manually skip the
> unit.
What I did to avoid this problem in bolodd2.g (and now in bolodd3.g) was
to allow each unit to have negative ACP equal to 1 minus their ACP per
turn (so that a unit that gets 4 ACP per turn can go down to -3).
Unlike giving units free ACP, this actually lets the ACP usage balance
out in the end.
--
Lincoln Peters <sampln@sbcglobal.net>