From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 32120 invoked by alias); 27 Oct 2003 02:55:39 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 32113 invoked from network); 27 Oct 2003 02:55:38 -0000 Received: from unknown (HELO mta11.adelphia.net) (68.168.78.205) by sources.redhat.com with SMTP; 27 Oct 2003 02:55:38 -0000 Received: from sbnhxyqkh6 ([68.169.251.17]) by mta11.adelphia.net (InterMail vM.5.01.06.05 201-253-122-130-105-20030824) with ESMTP id <20031027025541.RGSS24677.mta11.adelphia.net@sbnhxyqkh6>; Sun, 26 Oct 2003 21:55:41 -0500 From: "Erik Jessen" To: "'Eric McDonald'" , Subject: RE: Compound Terrain Effects Date: Mon, 27 Oct 2003 03:19:00 -0000 Message-ID: <000001c39c36$d859b2b0$6401a8c0@sbnhxyqkh6> MIME-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit X-Priority: 3 (Normal) X-MSMail-Priority: Normal Importance: Normal In-Reply-To: X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1165 X-SW-Source: 2003/txt/msg00526.txt.bz2 I created a whole set of test-cases, to illustrate things like - how road/rail reduces MP cost in woods, but not in clear - how to do slides - how to vary cost of entering a hex v. leaving This was mainly for my own education; they're certainly not games per se, But are only 10-20 hexes, 1-2 units. I would think others would find them useful, but how should they be added to Xconq? Erik -----Original Message----- From: xconq7-owner@sources.redhat.com [mailto:xconq7-owner@sources.redhat.com] On Behalf Of Eric McDonald Sent: Saturday, October 25, 2003 9:32 PM To: xconq7@sources.redhat.com Subject: Re: Compound Terrain Effects Hello, On Wed, 15 Oct 2003, Jim Kingdon wrote: > > (1) Are any gamers interested in playing game modules with > > these compound effects? > > It might be kind of confusing (why am I seeing this unit and not > that?), but the way to find out would be to implement it and start > play-testing. OK, time to start play-testing. There is currently only one game that takes advantage of compound terrain effects, and that is Bellum Aeternum. But the functionality is now there for any game designer who wishes to use them. Specifically, the compound effects are active for the following tables: visibility, attack-terrain-effect, fire-attack-terrain-effect, defend-terrain-effect, and fire-defend-terrain-effect. They are used in Bellum to help expose land units on roads. I have not tried them with coatings or borders, but they should work the same in those cases. The implementation is still somewhat primitive in the regard that it does not consider the direction of the attack and whether the border is actually present in that direction. I will hopefully get around to addressing that at some point. Another detail is whether a unit is actually using a connector or not; I need to research the proper way to test for that. Regards, Eric