From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 6768 invoked by alias); 3 Jan 2005 08:31:30 -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 6548 invoked from network); 3 Jan 2005 08:31:08 -0000 Received: from unknown (HELO smtp811.mail.sc5.yahoo.com) (66.163.170.81) by sourceware.org with SMTP; 3 Jan 2005 08:31:08 -0000 Received: from unknown (HELO ?192.168.1.101?) (sampln@sbcglobal.net@67.121.169.23 with plain) by smtp811.mail.sc5.yahoo.com with SMTP; 3 Jan 2005 08:31:07 -0000 Subject: Developer release of knightmare.g From: Lincoln Peters To: Xconq list Cc: xconq-developers@lists.sourceforge.net, xconq-general@lists.sourceforge.net Content-Type: text/plain Date: Mon, 03 Jan 2005 08:31:00 -0000 Message-Id: <1104741096.402.269.camel@localhost.localdomain> Mime-Version: 1.0 Content-Transfer-Encoding: 7bit X-SW-Source: 2005/txt/msg00007.txt.bz2 I've finally gotten knightmare.g to a point where I think it's ready for release, at least in beta form. You can download it at: http://homepage.mac.com/lmpeters/knightmare.g I hope to add even more features prior to releasing v1.0, but I know that at least one person on this list has been eagerly awaiting a developer release. Some changes that have occurred since this game was last discussed on the list: * There are no longer multiple age categories of each type of dragon. This caused two major problems: I couldn't figure out a reasonable (and playable) way to make them grow more powerful, and I started getting weird logic errors when I tried to implement the most powerful dragons (which exceeded 20th level). I may try again later. Fortunately, with a total of 274 units, I doubt anyone will miss them too much. * Orc and kobolds no longer exist, as they proved to be either redundant or pretty much useless (and I had to do a bit of trimming at one point when I had to do an almost complete re-write of the GDL code). Maybe I'll re-introduce them before v1.0. * I re-engineered the process by which a side acquires monstrous units. Dragons are now produced by temples corresponding to their alignment (lawful, chaotic, good, evil), and require extra advanced to be build (the "Dragonkind" advance and at least one form of elemental magic). Undead are now produced by "death temples", and there are now "life temples" that can produce many natural (?) monsters that would otherwise only be available by capturing or conjuring a lair specific to that monster. A few Xconq bugs that I uncovered while developing this module (all of them have been posted at SourceForge): * When a city or temple upgrades by changing type, the new type has a longer reach than the old type. However, the reach of the unit is unchanged. This drastically slows their growth. * When a change-type occurs, the affected unit seems to lose materials in the process. Although with the supply and economy systems in place, this bug may be hard to pin down. I would encourage people to test this game and send me bug reports, feature requests, comments, or anything else that would help me to improve the game. --- Lincoln Peters By protracting life, we do not deduct one jot from the duration of death. -- Titus Lucretius Carus