From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 2693 invoked by alias); 20 Nov 2003 00:01:31 -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 2682 invoked from network); 20 Nov 2003 00:01:27 -0000 Received: from unknown (HELO smtp801.mail.ukl.yahoo.com) (217.12.12.138) by sources.redhat.com with SMTP; 20 Nov 2003 00:01:27 -0000 Received: from adsl-64-175-251-31.dsl.sntc01.pacbell.net (HELO odysseus.peterslan) (sampln@sbcglobal.net@64.175.251.31 with plain) by smtp1.bt.mail.vip.ukl.yahoo.com with SMTP; 20 Nov 2003 00:01:23 -0000 Subject: Re: Rebuilding Units That Turn From: Lincoln Peters To: Elijah Meeks Cc: Xconq list In-Reply-To: <20031119231348.89073.qmail@web13108.mail.yahoo.com> References: <20031119231348.89073.qmail@web13108.mail.yahoo.com> Content-Type: text/plain Message-Id: <1069286473.29637.136126.camel@odysseus.peterslan> Mime-Version: 1.0 Date: Thu, 20 Nov 2003 00:13:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2003/txt/msg00815.txt.bz2 On Wed, 2003-11-19 at 15:13, Elijah Meeks wrote: > Well, change-type definitely won't work, because then > the player would have to manually input it into the > interface (At least, that's how it was when I tried to > implement it in Specula for Dragons), so I was > thinking of simply using Build and then hp-to-build (I > think that's the table name) to kill off the unit that > builds it, leaving you with just one unit. How's > upgrade work and is it easy to implement/use? The table is hp-to-garrison. When used in this manner, it destroys the old unit (by reducing it to 0 hitpoints) as soon as the new unit is completed. The code in your game would probably look like: (table hp-to-garrision (heavily-damaged-corps damaged-corps 999) (damaged-corps corps 999) ) This has a few serious problems problems, almost all of which I found while working on bolodd.g (although some came up in space-civ.g): 1. No material transfer from the old unit to the new one. If you have a huge stockpile of fuel or ammo in a unit that was upgraded in this manner, it disappears once the upgrade is completed. 2. Any tooling the old unit had is lost. The consequences of this vary depending on how your game is set up, but it can be quite frustrating. 3. If used with advanced units, the newly-completed advanced unit MUST be given enough material automatically to sustain it for one turn, or else it will starve before it has a chance to collect anything from the environment. I use the time.g-like upgrade mechanism in bolodd.g to allow the various types of bases to upgrade (level 1 base to level 2, level 2 base to level 3, etc.). However, because of the issues I mention above, it works, but it doesn't work well. I plan to change it to use "Change type" as soon as "Change type" is implemented in the interface(s).