From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 25035 invoked by alias); 30 May 2004 06:21:27 -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 25024 invoked from network); 30 May 2004 06:21:26 -0000 Received: from unknown (HELO smtp809.mail.sc5.yahoo.com) (66.163.168.188) by sourceware.org with SMTP; 30 May 2004 06:21:26 -0000 Received: from unknown (HELO ?192.168.1.102?) (sampln@sbcglobal.net@67.121.190.3 with plain) by smtp809.mail.sc5.yahoo.com with SMTP; 30 May 2004 06:21:25 -0000 Subject: Re: (Mac?) Interface q's From: Lincoln Peters To: Jim Kingdon Cc: Xconq list In-Reply-To: <200405300554.i4U5sWa24794@panix5.panix.com> References: <4D5CCCBE-B1B1-11D8-98DA-0003934474B0@mac.com> <200405300554.i4U5sWa24794@panix5.panix.com> Content-Type: text/plain Message-Id: <1085898139.17530.9247.camel@odysseus> Mime-Version: 1.0 Date: Sun, 30 May 2004 06:21:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg00456.txt.bz2 On Sat, 2004-05-29 at 22:54, Jim Kingdon wrote: > > First, how common is use of the Sequential option? I prefer this form > > of play, since I am usually playing solitaire. > > The screwy part is that Sequential affects the game balance (at least > in the standard game). Basically, it is a pretty big advantage to > move second, because the first-moving player will often expend their > ACPs and thus be unable to counter-attack. The second-moving player > doesn't have the chance to choose to spend the ACPs on movement rather > than counter-attack, but they do have the ability to spend the ACPs on > counter-attack if there are any attacks, and then use them for > something else if there were no attacks. The only way the > first-moving player can get a counter-attack is to put units in > reserve, and taken to an extreme, this would mean never moving. I tried to work around this issue in my games by using negative ACP's (see bolodd2.g, bolodd3.g, or the recently-posted knights.g). If a single unit is attacked by a horde of enemy units, it is likely that the unit will end the turn with a negative number of ACP's and will start the next turn with only 1 ACP. This happens no matter which side you're on. --- Lincoln Peters You mean now I can SHOOT YOU in the back and further BLUR th' distinction between FANTASY and REALITY?