From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 15893 invoked by alias); 18 Nov 2003 19:34:19 -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 15886 invoked from network); 18 Nov 2003 19:34:16 -0000 Received: from unknown (HELO web13102.mail.yahoo.com) (216.136.174.147) by sources.redhat.com with SMTP; 18 Nov 2003 19:34:16 -0000 Message-ID: <20031118193415.53010.qmail@web13102.mail.yahoo.com> Received: from [138.202.36.101] by web13102.mail.yahoo.com via HTTP; Tue, 18 Nov 2003 11:34:15 PST Date: Tue, 18 Nov 2003 19:41:00 -0000 From: Elijah Meeks Subject: Strategic Range in Xconq To: pzgndr@hotmail.com Cc: xconq7@sources.redhat.com MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-SW-Source: 2003/txt/msg00771.txt.bz2 "FYI, I got into xconq about 2 years ago and tried to create a game based on Avalon Hill's Advanced Third Reich. I got a beautiful map to work out, manually editted all the unit images to get counters and colors right, and managed to get some things to work OK. But the combat models do not work for this type of game. And unless you set up a 1942 scenario where everyone is already at war, there is no way to have neutral countries inactive until some event brings them into the war. These were serious showstoppers for me and I moved on to other things, primarily Strategic Command by Battlefront which came out about the same time I was getting discouraged with xconq. Now the neat thing about Strategic Command is that it is ideally suited for an xconq-style game, where multiple sides are all active on a random map. That would be cool, and I'm interested in working on that one of these days. Once everything settles down and 7.5 gets released. :)" I think this is the biggest feature for future versions of xconq, because it really is just a tactical simulator until we get some kind of working diplomatic/political model. This means, of course, getting the AI to work it right, and it's likely a Herculean task, but if we could get an Alliance/Treaty system in play, it would greatly improve the strategic and 4X game possibilities with the engine. As a suggestion, I'd like to recommend the system we were working on with Cast Iron Life as a guideline: http://castironlife.sourceforge.net/diplo/index.html __________________________________ Do you Yahoo!? Protect your identity with Yahoo! Mail AddressGuard http://antispam.yahoo.com/whatsnewfree