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* Pokemon-like Project for xconq framework
@ 2003-12-09 17:20 klaus schilling
  0 siblings, 0 replies; 7+ messages in thread
From: klaus schilling @ 2003-12-09 17:20 UTC (permalink / raw)
  To: xconq7


Hello,

will the following project be realisable within the framework of xconq 7.5:

The game is based on the anime-series "Pokemon".
I wager that the original names can't be used, as they are registerred
trademarks by Nintendo.

There some hundred of different Pokemon types, so the old limit of 127
is not acceptable, but there are rumours about an increased limit 
for new releases of xconq.

There are two sides in the game, that of Professor Oak (human-controlled)
and that of the Team Rocket (ai-controlled).
Besides the Pokemon-monsters, there are a few singleton mobile units:
the Pokemon trainers of both parties. They are created at the beginning
of the match and can't be build by player or ai commands.
The aim of the game is for the human player to locate and 
then destroy the Headquarter of Team Rocket, 
which is a unique immobile unit created at game start.
Team Rocket wins once they research the doomsday technology.
i.e. assymetric goals.

Each Pokemon type may have a variety of attacks at disposal.
Most of them have to be researched at the headquarters.
Each Pokemon type has the following statistics:
- agility
- physical strength
- special strength
- physical resistance
- special resistance
- accuracy
- hitpoints

Several artifacts are available. 
they have to be located and brought to the headquarter of each party,
where they increase the stats of all pokemons, 
or do other goodies to the owner. 

Each pokemon type belongs to one or several elemental class.
Each attack type belongs to one elemental class.
The efficiency of an attack usually depends on the elemental
calls of the attack and the victim, e.g. fire is quite efficient
against wood, but pretty inefficient against water etc.
Various attacks also require different amount of move points,
depending on the pokemon type.
Attacks of certain elemental types are empowered by physical strength
against physical resistance, 
the others by special strength against special resistance

Some Pokemons may teleport themselves.
Some will be able to surf over water and carry possibly others on their back.
Some are able to penetrate forests, which is impenetrable for most pokemons.

New Pokemons are recruited by each party in training camps.
The available pokemons depend on researched technology
and the terrain type.

Buildin types that are foreseen:
-Headquarter: A prebuilt unit  for each party.
	      Technologies are researched here.
	      Pokenurses are trained.
	      Trainers are trained. (Team Rocket only)

-Pokemon Centres: Pokemons are healed slowly when stationed here.
	 are built by Pokenurses (named "Joy" in the anime).
	 Pokenurses are generated in the headquarters
	 
-Camps: Raising of new Pokemons. Built by a trainer.
-Factory: Pokeballs are produced



Materials foreseen:
-Pokeballs: Pokecamps consume them for recruiting new Pokemons
	    Produced in Camps..
-Medications: Pokecentres consume it for healing Pokemons.
       Produced by certain Pokemon types in Pokecentres.

How much of all this will be possible in Xconq 7.5?


Klaus Schilling

^ permalink raw reply	[flat|nested] 7+ messages in thread

* Re: Pokemon-like Project for xconq framework
  2003-12-14 12:18   ` klaus schilling
@ 2003-12-14 13:48     ` Hans Ronne
  0 siblings, 0 replies; 7+ messages in thread
From: Hans Ronne @ 2003-12-14 13:48 UTC (permalink / raw)
  To: pessolo; +Cc: xconq7

>Hans Ronne writes:
> > already today. Some, like artifacts that have special effects may require
> > new code in the kernel. Compare the civ2 module. It does a pretty good job
> > of emulating the real civ2, but the wonders of the world and most of the
> > facilities don't do anything since this would require new kernel code.
> >
>which files of the kernel need to be hacked for that purpose?

That depends a lot on what you want to do, but most of the run game code is
in either run.c or run2.c.

Hans


^ permalink raw reply	[flat|nested] 7+ messages in thread

* Re: Pokemon-like Project for xconq framework
  2003-12-11 21:02 ` Hans Ronne
@ 2003-12-14 12:18   ` klaus schilling
  2003-12-14 13:48     ` Hans Ronne
  0 siblings, 1 reply; 7+ messages in thread
From: klaus schilling @ 2003-12-14 12:18 UTC (permalink / raw)
  To: Hans Ronne; +Cc: pessolo, xconq7

Hans Ronne writes:
 > already today. Some, like artifacts that have special effects may require
 > new code in the kernel. Compare the civ2 module. It does a pretty good job
 > of emulating the real civ2, but the wonders of the world and most of the
 > facilities don't do anything since this would require new kernel code.
 > 
which files of the kernel need to be hacked for that purpose?

Klaus Schilling

^ permalink raw reply	[flat|nested] 7+ messages in thread

* Re: Pokemon-like Project for xconq framework
  2003-12-11 23:28 ` Lincoln Peters
@ 2003-12-13  5:55   ` Eric McDonald
  0 siblings, 0 replies; 7+ messages in thread
From: Eric McDonald @ 2003-12-13  5:55 UTC (permalink / raw)
  To: Lincoln Peters; +Cc: pessolo, Xconq list


Hi Lincoln, Klaus,

On Tue, 9 Dec 2003, Lincoln Peters wrote:

> On Tue, 2003-12-09 at 04:19, klaus schilling wrote:

> > Some Pokemons may teleport themselves.
> 
> Not sure; you might be able to allow them to move more than one cell per
> move action, but I don't think anyone has tried to implement that.  That
> code could easily have undiscovered bugs.

I agree. 'move-range' and 'attack-range' are the things in 
question.

> > -Medications: Pokecentres consume it for healing Pokemons.
> >        Produced by certain Pokemon types in Pokecentres.
> 
> I think that bellum.g does this somehow, but I haven't explored how it
> works.

I don't think Bellum does anything out of the ordinary wrt to 
materials and repair....

But to get a Pokemon to produce a Medications material in a 
Pokecenter, I think that 'occupant-base-production' could be used.

Eric

^ permalink raw reply	[flat|nested] 7+ messages in thread

* Re: Pokemon-like Project for xconq framework
  2003-12-09 19:04 klaus schilling
  2003-12-11 21:02 ` Hans Ronne
@ 2003-12-11 23:28 ` Lincoln Peters
  2003-12-13  5:55   ` Eric McDonald
  1 sibling, 1 reply; 7+ messages in thread
From: Lincoln Peters @ 2003-12-11 23:28 UTC (permalink / raw)
  To: pessolo; +Cc: Xconq list

On Tue, 2003-12-09 at 04:19, klaus schilling wrote:
> There are two sides in the game, that of Professor Oak (human-controlled)
> and that of the Team Rocket (ai-controlled).
> Besides the Pokemon-monsters, there are a few singleton mobile units:
> the Pokemon trainers of both parties. They are created at the beginning
> of the match and can't be build by player or ai commands.
> The aim of the game is for the human player to locate and 
> then destroy the Headquarter of Team Rocket, 
> which is a unique immobile unit created at game start.
> Team Rocket wins once they research the doomsday technology.
> i.e. assymetric goals.

That should be possible; I think that some of the Napoleonic modules do
this (although the AI doesn't understand any of them).

> 
> Each Pokemon type may have a variety of attacks at disposal.
> Most of them have to be researched at the headquarters.
> Each Pokemon type has the following statistics:
> - agility
> - physical strength
> - special strength
> - physical resistance
> - special resistance
> - accuracy
> - hitpoints
> 
> Several artifacts are available. 
> they have to be located and brought to the headquarter of each party,
> where they increase the stats of all pokemons, 
> or do other goodies to the owner. 

Depends on what exactly they do and how they affect the units.  See
3rd-age.g, cave2.g, and fantasy.g for some examples of how such things
might be implemented.

> 
> Each pokemon type belongs to one or several elemental class.
> Each attack type belongs to one elemental class.
> The efficiency of an attack usually depends on the elemental
> calls of the attack and the victim, e.g. fire is quite efficient
> against wood, but pretty inefficient against water etc.
> Various attacks also require different amount of move points,
> depending on the pokemon type.
> Attacks of certain elemental types are empowered by physical strength
> against physical resistance, 
> the others by special strength against special resistance

See bolodd2.g; it does such things extensively.  When I wrote it, I
defined certain units to have elemental types, and later used those
types to produce effects like those you describe

> 
> Some Pokemons may teleport themselves.

Not sure; you might be able to allow them to move more than one cell per
move action, but I don't think anyone has tried to implement that.  That
code could easily have undiscovered bugs.

> 
> New Pokemons are recruited by each party in training camps.
> The available pokemons depend on researched technology
> and the terrain type.

Technology is simple enough; postmodern.g is a good example of how to
use it.  I'm not sure about terrain type, although if the camps are
advanced units, you could set up the terrain types to produce materials
that are not found anywhere else.  This is used in advances.g and
3rd-age.g.

> 
> Buildin types that are foreseen:
> -Headquarter: A prebuilt unit  for each party.

Use the start-with property to determine which units a side starts
with.  Units that have start-with set to 1 or higher but are restricted
to specific sides are only given to allowed sides.

> 	      Technologies are researched here.

See above.

> 	      Pokenurses are trained.
>	        Trainers are trained. (Team Rocket only)

Could training be considered part of the build process for pokenurses
and trainers?  If so, it probably does not need to be considered.


> 
> -Pokemon Centres: Pokemons are healed slowly when stationed here.
> 	 are built by Pokenurses (named "Joy" in the anime).
> 	 Pokenurses are generated in the headquarters

You can use auto-repair to heal pokemons in a pokemon centre.  I'm not
sure how you would make construction dependent on the presence of a
pokenurse (maybe with acp-occupant-effect?).

> 	 
> -Camps: Raising of new Pokemons. Built by a trainer.

You could probably make this work the same way colonizers work in
advances.g.

> -Factory: Pokeballs are produced

You might try something similar to empire.g; a factory produces
pokeballs (but cannot do anything else) and then sends them to other
places up to n cells away.

> 
> 
> 
> Materials foreseen:
> -Pokeballs: Pokecamps consume them for recruiting new Pokemons
> 	    Produced in Camps..

You could make them required for recruiting pokemons by using
material-to-create and consumption-per-build.

> -Medications: Pokecentres consume it for healing Pokemons.
>        Produced by certain Pokemon types in Pokecentres.

I think that bellum.g does this somehow, but I haven't explored how it
works.

> 
> How much of this will be possible in Xconq 7.5?

Most of it should be possible.  The only things I'm unsure about are
teleportation and scoring.

^ permalink raw reply	[flat|nested] 7+ messages in thread

* Re: Pokemon-like Project for xconq framework
  2003-12-09 19:04 klaus schilling
@ 2003-12-11 21:02 ` Hans Ronne
  2003-12-14 12:18   ` klaus schilling
  2003-12-11 23:28 ` Lincoln Peters
  1 sibling, 1 reply; 7+ messages in thread
From: Hans Ronne @ 2003-12-11 21:02 UTC (permalink / raw)
  To: pessolo; +Cc: xconq7

>Hello,
>
>will the following project be realisable within the framework of xconq 7.5:
>
>The game is based on the anime-series "Pokemon".
>I wager that the original names can't be used, as they are registerred
>trademarks by Nintendo.
>
>There some hundred of different Pokemon types, so the old limit of 127
>is not acceptable, but there are rumours about an increased limit
>for new releases of xconq.

No problem. You can already now have 32767 unit types. The documentation is
obsolete.

>How much of this will be possible in Xconq 7.5?

Most of the stuff on your list should be possible to implement in Xconq
already today. Some, like artifacts that have special effects may require
new code in the kernel. Compare the civ2 module. It does a pretty good job
of emulating the real civ2, but the wonders of the world and most of the
facilities don't do anything since this would require new kernel code.

Hans


^ permalink raw reply	[flat|nested] 7+ messages in thread

* Pokemon-like Project for xconq framework
@ 2003-12-09 19:04 klaus schilling
  2003-12-11 21:02 ` Hans Ronne
  2003-12-11 23:28 ` Lincoln Peters
  0 siblings, 2 replies; 7+ messages in thread
From: klaus schilling @ 2003-12-09 19:04 UTC (permalink / raw)
  To: xconq7


Hello,

will the following project be realisable within the framework of xconq 7.5:

The game is based on the anime-series "Pokemon".
I wager that the original names can't be used, as they are registerred
trademarks by Nintendo.

There some hundred of different Pokemon types, so the old limit of 127
is not acceptable, but there are rumours about an increased limit 
for new releases of xconq.

There are two sides in the game, that of Professor Oak (human-controlled)
and that of the Team Rocket (ai-controlled).
Besides the Pokemon-monsters, there are a few singleton mobile units:
the Pokemon trainers of both parties. They are created at the beginning
of the match and can't be build by player or ai commands.
The aim of the game is for the human player to locate and 
then destroy the Headquarter of Team Rocket, 
which is a unique immobile unit created at game start.
Team Rocket wins once they research the doomsday technology.
i.e. assymetric goals.

Each Pokemon type may have a variety of attacks at disposal.
Most of them have to be researched at the headquarters.
Each Pokemon type has the following statistics:
- agility
- physical strength
- special strength
- physical resistance
- special resistance
- accuracy
- hitpoints

Several artifacts are available. 
they have to be located and brought to the headquarter of each party,
where they increase the stats of all pokemons, 
or do other goodies to the owner. 

Each pokemon type belongs to one or several elemental class.
Each attack type belongs to one elemental class.
The efficiency of an attack usually depends on the elemental
calls of the attack and the victim, e.g. fire is quite efficient
against wood, but pretty inefficient against water etc.
Various attacks also require different amount of move points,
depending on the pokemon type.
Attacks of certain elemental types are empowered by physical strength
against physical resistance, 
the others by special strength against special resistance

Some Pokemons may teleport themselves.

New Pokemons are recruited by each party in training camps.
The available pokemons depend on researched technology
and the terrain type.

Buildin types that are foreseen:
-Headquarter: A prebuilt unit  for each party.
	      Technologies are researched here.
	      Pokenurses are trained.
	      Trainers are trained. (Team Rocket only)

-Pokemon Centres: Pokemons are healed slowly when stationed here.
	 are built by Pokenurses (named "Joy" in the anime).
	 Pokenurses are generated in the headquarters
	 
-Camps: Raising of new Pokemons. Built by a trainer.
-Factory: Pokeballs are produced



Materials foreseen:
-Pokeballs: Pokecamps consume them for recruiting new Pokemons
	    Produced in Camps..
-Medications: Pokecentres consume it for healing Pokemons.
       Produced by certain Pokemon types in Pokecentres.

How much of this will be possible in Xconq 7.5?


Klaus Schilling

^ permalink raw reply	[flat|nested] 7+ messages in thread

end of thread, other threads:[~2003-12-14 12:12 UTC | newest]

Thread overview: 7+ messages (download: mbox.gz / follow: Atom feed)
-- links below jump to the message on this page --
2003-12-09 17:20 Pokemon-like Project for xconq framework klaus schilling
2003-12-09 19:04 klaus schilling
2003-12-11 21:02 ` Hans Ronne
2003-12-14 12:18   ` klaus schilling
2003-12-14 13:48     ` Hans Ronne
2003-12-11 23:28 ` Lincoln Peters
2003-12-13  5:55   ` Eric McDonald

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