From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 1808 invoked by alias); 15 Jun 2004 04:57:55 -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 1800 invoked from network); 15 Jun 2004 04:57:53 -0000 Received: from unknown (HELO rwcrmhc13.comcast.net) (204.127.198.39) by sourceware.org with SMTP; 15 Jun 2004 04:57:53 -0000 Received: from [67.172.156.222] (c-67-172-156-222.client.comcast.net[67.172.156.222]) by comcast.net (rwcrmhc13) with SMTP id <2004061504575201500fgtdve>; Tue, 15 Jun 2004 04:57:52 +0000 Subject: GDL Notice: New Tables and Variables pertaining to ACP and Capture From: Eric McDonald To: xconq7@sources.redhat.com Content-Type: text/plain Message-Id: <1087275257.17707.31.camel@localhost.localdomain> Mime-Version: 1.0 Date: Tue, 15 Jun 2004 04:57:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg00547.txt.bz2 Hello fellow Xconq game designers, I just added a small truckload of new functionality to GDL and thought you should know about it. I suppose now I really should get back to fixing bugs (including new ones that I probably created with these enhancements). Where to start? Hmmm..., let's talk about ACP modifiers first. New tables: 'night-adds-acp', 'night-multiplies-acp', 'occupant-adds-acp', and 'occupant-multiplies-acp'. Tables that are no longer around: 'acp-night-effect' and 'acp-occupant-effect'. Don't worry, __I replaced these old tables with their new "*-multiplies-acp" counterparts in the various games in the library. The documentation describes all of these new tables in a fair amount of detail. I will be updating the doc Web pages at the Xconq site shortly. Also, the new version of Wreckreation demonstrates the usage of 'night-adds-acp' and 'night-multiplies-acp'. Play the Undead side, and watch how much ACP a Nightwing has during the night as opposed to during the day. For that matter, notice that the zombies are a bit sluggish during the day, and that the various human units aren't too active at night. Better yet, actually try to move a Nightwing during the day. :-) (Hint: If it actually moves or causes a crash, then you have found a bug.) Now let's talk about the capture-related stuff. I finally got fed up enough with the model-0 combat/capture situation and provided true capture-resistance tables. These are independent of any combat protection. They are: 'occupant-allows-capture-by', 'occupant-allows-capture-of', 'stack-neighbor-allows-capture-by', 'stack-neighbor-allows-capture-of', 'any-neighbor-allows-capture-by', and 'any-neighbor-allows-capture-of'. Again, these are fairly well-documented. But, as a summary, the "occupant-*" tables pertain to how an occupant helps/hinders its transport regarding capture. The "stack-neighbor-*" tables pertain to how units in the same cell (excluding occs) help/hinder one another. The "any-neighbor-*" tables are like "stack-neighbor-*" but include occs as benefactors. The "*-by" tables refer to how the helper/hinderer affects the capture based on the type of the unit _attempting capture_. The "*-of" tables refer to how the helper/hinderer affects the capture based on the type of the unit _resisting capture_. In all cases, 0% is good (meaning capture is entirely prevented), 100% is normal (attempted capture is not interfered with), and >100% is bad for the unit which is the victim of the capture attempt. Wreckreation demonstrates the use of 'occupant-allows-capture-of'. But, that's not all. By default (for legacy support), the combat protection tables ('protection', 'stack-protection', 'cellwide-protection-for', and 'cellwide-protection-against') are still considered as capture chance modifiers. This is because the new global variable, 'protection-resists-capture' is true by default. To make the Xconq capture code _not_ use the combat protection tables when calculating capture chances, then: (set protection-resists-capture false) like Wreckreation does. Note that the new "*-allows-capture-*" tables are always considered, no matter what this global var is set to; there default of 100% will not (should not) affect existing games in any way. And, finally, per my wish and Matthew Skala's verbalized suggestion, Xconq nows has 'changed-type-if-captured'. If an unit is successfully captured, it will change type to whatever unit type you specify for the given captor-prisoner lookup. By default, no type change occurs upon successful capture (the table default is 'non-unit'). Wreckreation demonstrates the usage of this table as well. Hoping this wasn't all too much, Enjoy, Eric