From: Lincoln Peters <sampln@sbcglobal.net>
To: Eric McDonald <mcdonald@phy.cmich.edu>
Cc: xconq-developers@lists.sourceforge.net,
xconq7 <xconq7@sources.redhat.com>
Subject: Re: New Feature: Overwatch
Date: Sat, 01 Jan 2005 21:09:00 -0000 [thread overview]
Message-ID: <1104613760.402.175.camel@localhost.localdomain> (raw)
In-Reply-To: <41D6D054.6030006@phy.cmich.edu>
On Sat, 2005-01-01 at 09:31 -0700, Eric McDonald wrote:
> Lincoln Peters wrote:
>
> > This sounds like exactly what I was looking for with towers in bolodd2.g
> > and bolodd3.g (I wanted them to automatically fire at any enemy unit
> > that came within their firing range). And I imagine that this feature
> > will prove valuable in many more games.
>
> I anticipate that it will be showing up in some of Elijah's games, as he
> is the one who put in the feature request at Sourceforge.
Undoubtedly.
I suppose I should also copy the various unfulfilled feature requests
I've made on this list to the Sourceforge page, so that they'll be
easier to keep track of.
>
> Of course, any mods to the BoloDD family or the long-awaited Knightmare
> would be welcome too.
I finally got some time to work on Knightmare last night, and I may be
able to work on it some more over the next few days. It has grown to
over 3,000 lines (and still growing!), so it's proving to take a while
to debug.
>
> > What would happen if multiple enemy units are within the zone of
> > overwatch?
>
> Not to sound like Bill Clinton chatting with Ken Starr, but I would take
> issue with the word "are". An overwatch firing is triggered by movement.
> So, it is not a matter of an unit _being_ in a particular zone, but
> rather an issue of an unit _moving_ into or within a particular zone. In
> a hacked up version of 'vision.g', which is a derivative of Elijah's
> 'conquest.g', there were many units in the zone of overwatch (though
> different cells) because the different sides started out within
> relatively close proximity to each other's heavy phasers (the units I
> setup to perform overwatch against ship types). The game proceeded
> somewhat slowly in Tkconq because sometimes as many as 6 different heavy
> phasers were responding to a ship's movement. But, it worked, and there
> was certainly more than one unit in most ZOO's.
Now it makes sense. Although it sounds like in one of the BoloDD games,
a tank could move to within 4 cells of a tower, start firing on it, and
only be automatically attacked once.
---
Lincoln Peters
<sampln@sbcglobal.net>
Academicians care, that's who.
next prev parent reply other threads:[~2005-01-01 21:09 UTC|newest]
Thread overview: 8+ messages / expand[flat|nested] mbox.gz Atom feed top
2005-01-01 6:59 Eric McDonald
2005-01-01 7:19 ` Lincoln Peters
2005-01-01 16:31 ` Eric McDonald
2005-01-01 21:09 ` Lincoln Peters [this message]
2005-01-01 21:38 ` Eric McDonald
2005-01-02 2:43 ` Bug reports, feature requests, and dilemmas [was: Re: New Feature: Overwatch] Lincoln Peters
2005-01-04 17:24 ` GIS and navigable rivers mskala
2005-01-04 21:27 ` Lincoln Peters
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