From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 2750 invoked by alias); 29 Jul 2004 01:56:32 -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 2741 invoked from network); 29 Jul 2004 01:56:31 -0000 Received: from unknown (HELO smtp808.mail.sc5.yahoo.com) (66.163.168.187) by sourceware.org with SMTP; 29 Jul 2004 01:56:31 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@64.175.250.106 with plain) by smtp808.mail.sc5.yahoo.com with SMTP; 29 Jul 2004 01:56:30 -0000 Subject: Re: The battle for Taiwan From: Lincoln Peters To: Eric McDonald Cc: Hans Ronne , Elijah Meeks , Xconq list In-Reply-To: References: Content-Type: text/plain Message-Id: <1091066223.3196.1049.camel@localhost> Mime-Version: 1.0 Date: Thu, 29 Jul 2004 02:25:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg00811.txt.bz2 On Wed, 2004-07-28 at 17:18, Eric McDonald wrote: > 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. Except that, if we do it your way, there is no variability in when the units appear. If you want barbarian invaders to start appearing at random intervals but after at least 100 turns, you can add that randomness by using Elijah's method. Using your method, the barbarians would all appear simultaneously. I think that what Xconq should really have is a mechanism for generating independent units that appear in random places at random times. Although in many cases, additional constraints would be required (it would rarely make sense for a barbarian horde to spontaneously appear adjacent to your capital city, for example). In knights.g, or a derivative thereof, I might use such a mechanism to cause monsters to appear semi-randomly. Lowly monsters such as goblins are pretty weak, and so could appear at any time without presenting an overwhelming challenge. A great red wyrm, on the other hand, could end the game before it even begins if it appears before each side has at least a few 20th-level knights. And above all, such creatures should never randomly appear within areas that have been explored by one or more sides (since such areas are civilized and clear of monsters), although a monster could randomly appear in an unexplored area and move into an explored area. --- Lincoln Peters This generation doesn't have emotional baggage. We have emotional moving vans. -- Bruce Feirstein