From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 32321 invoked by alias); 1 Jan 2005 21:09:00 -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 32301 invoked from network); 1 Jan 2005 21:08:53 -0000 Received: from unknown (HELO smtp803.mail.sc5.yahoo.com) (66.163.168.182) by sourceware.org with SMTP; 1 Jan 2005 21:08:53 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@67.121.169.23 with plain) by smtp803.mail.sc5.yahoo.com with SMTP; 1 Jan 2005 21:08:52 -0000 Subject: Re: New Feature: Overwatch From: Lincoln Peters To: Eric McDonald Cc: xconq-developers@lists.sourceforge.net, xconq7 In-Reply-To: <41D6D054.6030006@phy.cmich.edu> References: <41D64A45.4030403@phy.cmich.edu> <1104563991.402.156.camel@localhost.localdomain> <41D6D054.6030006@phy.cmich.edu> Content-Type: text/plain Date: Sat, 01 Jan 2005 21:09:00 -0000 Message-Id: <1104613760.402.175.camel@localhost.localdomain> Mime-Version: 1.0 Content-Transfer-Encoding: 7bit X-SW-Source: 2005/txt/msg00003.txt.bz2 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 Academicians care, that's who.