From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 13240 invoked by alias); 29 Jul 2004 00:18:21 -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 13231 invoked from network); 29 Jul 2004 00:18:20 -0000 Received: from unknown (HELO web13126.mail.yahoo.com) (216.136.174.163) by sourceware.org with SMTP; 29 Jul 2004 00:18:20 -0000 Message-ID: <20040729001820.47230.qmail@web13126.mail.yahoo.com> Received: from [63.203.221.50] by web13126.mail.yahoo.com via HTTP; Wed, 28 Jul 2004 17:18:20 PDT Date: Thu, 29 Jul 2004 00:18:00 -0000 From: Elijah Meeks Subject: Re: The battle for Taiwan To: Hans Ronne Cc: xconq7@sources.redhat.com In-Reply-To: MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-SW-Source: 2004/txt/msg00809.txt.bz2 > That's an interesting idea! To elaborate further on > this theme, I guess one > could also use the wreck-unit code to upgrade rather > than downgrade units, > perhaps as a way to simulate combat experience. > Something similar to when > "great leaders" appear in Civ3 (a concept that plays > a too big role in that > game, in my opinion). Yeah, I've used a similar technique to introduce random events in the new Opal. I seed the world with a number of independent units that have an accident chance of 1% to be destroyed each turn, so occasionally an independent pirate ship or bandit fortress or hero or dragon will show up. I like the effect. __________________________________ Do you Yahoo!? Yahoo! Mail Address AutoComplete - You start. We finish. http://promotions.yahoo.com/new_mail