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Re: The battle for Taiwan
- From: Eric McDonald <mcdonald at phy dot cmich dot edu>
- To: Hans Ronne <hronne at comhem dot se>
- Cc: Elijah Meeks <elijahmeeks at yahoo dot com>, <xconq7 at sources dot redhat dot com>
- Date: Wed, 28 Jul 2004 20:18:38 -0400 (EDT)
- Subject: Re: The battle for Taiwan
On Thu, 29 Jul 2004, Hans Ronne wrote:
> >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).
You guys are a bit twisted, IMO. :-)
Just use the existing auto-upgrade mechanism with an unseen unit
that grows in size at the rate of one size point per turn (don't
require any materials for the growth). Once the target size/turn
is achieved, then auto-upgrade to a seen reinforcement unit.
Eric