From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 10993 invoked by alias); 12 Aug 2004 15:42:10 -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 10980 invoked from network); 12 Aug 2004 15:42:10 -0000 Received: from unknown (HELO mail1.panix.com) (166.84.1.72) by sourceware.org with SMTP; 12 Aug 2004 15:42:10 -0000 Received: from panix5.panix.com (panix5.panix.com [166.84.1.5]) by mail1.panix.com (Postfix) with ESMTP id D8767487AD; Thu, 12 Aug 2004 11:42:09 -0400 (EDT) Received: (from kingdon@localhost) by panix5.panix.com (8.11.6p2-a/8.8.8/PanixN1.1) id i7CFg9b11038; Thu, 12 Aug 2004 11:42:09 -0400 (EDT) Date: Thu, 12 Aug 2004 16:53:00 -0000 Message-Id: <200408121542.i7CFg9b11038@panix5.panix.com> From: Jim Kingdon To: xconq7@sources.redhat.com In-reply-to: (message from Hans Ronne on Thu, 12 Aug 2004 13:16:55 +0200) Subject: Re: time.g weirdness References: X-SW-Source: 2004/txt/msg00882.txt.bz2 > 1. By volume restrictions (terrain capacity and unit-size-in-terrain). > 2. By move restrictions (mp-to-enter-terrain and mp-to-leave-terrain). > 3. By survival restrictions (vanishes-on and wrecks-on). This has always seemed confusing to me. The game designer, to get things to work consistently, seemingly has to set a bunch of these properties. Maybe the number of properties controlling which units can go where can be reduced? Not that I've looked through the existing games trying to figure out what combinations are in use (and whether they are doing so intentionally or unintentionally).