From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 15073 invoked by alias); 23 Aug 2004 04:13:23 -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 15032 invoked from network); 23 Aug 2004 04:13:22 -0000 Received: from unknown (HELO smtp814.mail.sc5.yahoo.com) (66.163.170.84) by sourceware.org with SMTP; 23 Aug 2004 04:13:22 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@67.123.172.242 with plain) by smtp814.mail.sc5.yahoo.com with SMTP; 23 Aug 2004 04:13:21 -0000 Subject: Re: Jump lines as roads. From: Lincoln Peters To: "Henry J. Cobb" Cc: Xconq list In-Reply-To: <13996.68.126.82.218.1093227370.squirrel@webmail.io.com> References: <13996.68.126.82.218.1093227370.squirrel@webmail.io.com> Content-Type: text/plain Message-Id: <1093234476.2792.18311.camel@localhost> Mime-Version: 1.0 Date: Mon, 23 Aug 2004 04:18:00 -0000 Content-Transfer-Encoding: 7bit X-SW-Source: 2004/txt/msg00998.txt.bz2 On Sun, 2004-08-22 at 19:16, Henry J. Cobb wrote: > There are several games such as Warp War or Imperium that have jump lines > or warp lines on the map. > > You enter one end of the line and appear at the other end instantly or > very quickly. I don't know of any way to make movement cost less than 1 ACP per cell, although I suppose you could give a jump- or warp-equipped ship lots of ACP's. You would then have to counterbalance them in other situations by requiring them to spend lots of ACP's on anything other than movement. > > So how about a map with stars as impassable single hexes surrounded by a > small amount of normal space in which there are planets that do production > and house troops and fighters. Such things exist. See galaxy.g, galaxy2.g, space.g, and space-civ.g. I suspect that space-civ.g (which was never finished) comes closest to what you're describing. > > At the edge of each system is an impassable "scale barrier" cut through > with jump line roads that have a movement cost of zero or very close to > it, but these roads are restricted to jump or warp equipped ship classes. You could make planetary space and deep space different terrain types entirely. This is how space.g works. > > Can mplayer handle this and can it be generated with the standard map > routines? Look into how it's done in space.g and space-civ.g. You might also want to look at the code that's used to generate roads, and possibly the make-maze-terrain synthesis method (used in cave.g and cave2.g). Unfortunately, the AI is usually terrible at such games, probably because it has no concept of how to load armies onto a transport ship and then move the transport ship so that the armies can attack an enemy planet. Perhaps this wouldn't be an issue in your game, depending on how you were to handle such things. --- Lincoln Peters All your people must learn before you can reach for the stars. -- Kirk, "The Gamesters of Triskelion", stardate 3259.2