From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 3838 invoked by alias); 20 Aug 2004 21:28:50 -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 3668 invoked from network); 20 Aug 2004 21:28:46 -0000 Received: from unknown (HELO web13126.mail.yahoo.com) (216.136.174.163) by sourceware.org with SMTP; 20 Aug 2004 21:28:46 -0000 Message-ID: <20040820212846.86901.qmail@web13126.mail.yahoo.com> Received: from [65.178.105.79] by web13126.mail.yahoo.com via HTTP; Fri, 20 Aug 2004 14:28:46 PDT Date: Fri, 20 Aug 2004 22:03:00 -0000 From: Elijah Meeks Subject: Re: Three thoughts To: Andreas Bringedal , xconq7@sources.redhat.com In-Reply-To: <00b201c486e4$5b750e40$8af74382@Rufus> MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-SW-Source: 2004/txt/msg00974.txt.bz2 > > On Fri, 20 Aug 2004 mskala@ansuz.sooke.bc.ca > wrote: > > > > > * If firing at specific units were to be a big > part of some game, then it > > > would be nice if it were easier to designate > specific units when there are > > > many of them, or nested occupant/transports, in > a cell. As it is, even at > > > the deepest level of zoom it's quite difficult > to click precisely on one > > > unit if there are a lot of them in the cell. > One way to deal with this > > > might be for an interface to be able to give me > a dialog box with a list > > > of units in the cell. > > I've never understood why the interface has been so > low on the priority list. Back when I played Xconq > 5.4 the interface was ok. > Today I can't bring myself to play the game anymore > due to the interface and to a lesser degree the high > dencity of cities. But > since I don't program I can't really complain. I > just wanted to say that with a better interface > you'd get a whole lot more players > and perhaps programmers. I know the feeling. I didn't include city improvements in Opal, even though they'd improve the game, just because they end up making it look so cluttered*. And the TCL/TK interface is, let's face it, so ugly in comparison to the Mac interface and even the stripped down SDL interface (Which I'm still in love with. Really. When I play XConq in SDL, it looks like a *game*). Another thing to think about is the opening screen, which relates especially to Eric's game-image feature. If we could revamp that, then players would probably have an easier time choosing games and seeing something they like. *This, like Eric's items, would be fixed by an occupant dialog box. I've tried to work with units as items, though, and found difficulty with setting the game up so that a unit could pick up another unit. It seems like I have to give Item units ACP and movement, which is an annoyance to the AI and player and uglier gameplay. Anyone have any suggestions? I'd love an item-demo.g and, of course, if Eric throws in static improvements, I can rewrite Cast Iron Life, and even change the experience system in AWLS so that a unit carries an Experience unit that provides bonuses, rather than have five different units for each experience level. But that would probably necessitate an AI-recommendation table for building and and and... Ah, being a needy XConq designer sure is the life. __________________________________ Do you Yahoo!? Yahoo! Mail - 50x more storage than other providers! http://promotions.yahoo.com/new_mail