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Re: The battle for Taiwan
- From: Hans Ronne <hronne at comhem dot se>
- To: Elijah Meeks <elijahmeeks at yahoo dot com>
- Cc: xconq7 at sources dot redhat dot com
- Date: Thu, 29 Jul 2004 01:17:56 +0200
- Subject: Re: The battle for Taiwan
- References: <l03130300bd2da39303d3@[212.181.162.155]>
>A slightly more crude manner to achieve this is to
>build seed units, which can lose a material every turn
>and starves when it runs out of material. By setting
>its wreck-type to the unit you want (And changing the
>see-chances so that it is not visible to any other
>players), you can set the material to be your delay.
That's an interesting idea! To elaborate further on this theme, I guess one
could also use the wreck-unit code to upgrade rather than downgrade units,
perhaps as a way to simulate combat experience. Something similar to when
"great leaders" appear in Civ3 (a concept that plays a too big role in that
game, in my opinion).
Hans