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From: Elijah Meeks <elijahmeeks@yahoo.com>
To: Jim Kingdon <kingdon@panix.com>, xconq7@sources.redhat.com
Subject: Re: Standard Game Graphics
Date: Fri, 03 Sep 2004 03:01:00 -0000	[thread overview]
Message-ID: <20040903023014.87173.qmail@web13122.mail.yahoo.com> (raw)
In-Reply-To: <200409020424.i824Obb10959@panix5.panix.com>

[-- Attachment #1: Type: text/plain, Size: 870 bytes --]

Okay, so here's the updated standard.g, which includes
a new 'Trident' option, so you can see the graphics in
action.  I found a freeciv pack with cities, which I
added to korea.gif, and I think they'll serve as good
replacements for bases, towns and cities.  I think,
but I don't know, because even with the proper imf
references, all I see are the generic gray chips (The
old graphics from korea.gif, in whose place I added
the new neotrident images).  So, I created a new gif,
neo-trident.gif, that has these three images, and
referenced that instead of korea.gif and it worked
just fine.

You'll need neo-trident.gif, which I'm going to send
to Jim and Eric and anyone else who wants it.  I think
the game looks better.




		
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[-- Attachment #2: standard.g --]
[-- Type: application/octet-stream, Size: 8352 bytes --]

(game-module "standard"
  (title "Standard Game")
  (version "7.3+")
  (blurb "The standard Xconq game, loosely based on WW II ca 1945.")
  (instructions "Take over the world before you get taken over!")
  (variants
    (world-seen false)
    (see-all false)
    (world-size (60 30 360))
    (sequential false)
    ("Mostly Land" mostly-land
      "Generate a world that is mostly (80%) land."
      (true
        ;; Adjust so that sea is 20% instead of 70% of the world.
        (add sea alt-percentile-max 20)
        (add shallows alt-percentile-min 20)
        (add shallows alt-percentile-max 21)
        (add swamp alt-percentile-min 21)
        (add swamp alt-percentile-max 23)
        (add (desert plains forest) alt-percentile-min 21)
        ))
    ("All Land" all-land
      "Generate a world that is all different types of land."
      (true
        ;; Adjust sea and shallows out of existence, let swamp take all the low spots.
        (add sea alt-percentile-min 0)
        (add sea alt-percentile-max 0)
        (add shallows alt-percentile-min 0)
        (add shallows alt-percentile-max 0)
        (add swamp alt-percentile-min 0)
        (add swamp alt-percentile-max 2)
        (add swamp wet-percentile-min 0)
        (add swamp wet-percentile-max 100)
        (add (desert plains forest) alt-percentile-min 2)
        ;; Counterproductive to try to set up near water.
		(add sea country-terrain-min 0)
        ))
    ("Ice-Age" ice-age
      "Generate a world that has normal amounts of water but almost all land is ice."
      (true
        (add swamp alt-percentile-min 69)
        (add swamp alt-percentile-max 70)
        (add (desert plains forest) alt-percentile-max 74)
        (add mountains alt-percentile-min 74)
        (add mountains alt-percentile-max 78)
        (add ice alt-percentile-min 78)
        (add ice alt-percentile-max 100)
	(set edge-terrain swamp)

        ;; Try to make it so there is room for countries.  It still is harder
	;; to meet the constraints in a many-player game than the non-iceage
	;; variant, but there may be only so much we can/should do.
        (set country-radius-min 1)
        (add (sea plains) country-terrain-min (1 3))
        (table favored-terrain add (@ plains 20))
        ;; To get a somewhat similar number of towns per land, need more
        ;; towns per plains/desert/forest/mountains.
	(table independent-density
	  (town plains 3000)
	  (town (desert forest mountains) 500))
	;; In keeping with the ice-age theme change desert to tundra
	;; (with no change in properties).
	(imf "civ-tundra" ((1 1) 214 255 231))
	(imf "civ-tundra" ((44 48) (x 2 46 0) (file "civt44x48.gif" 186 152)))
	(add desert image-name "civ-tundra")
	(add desert help "Desert (tundra) is fairly flat but less hospitable than plains")

	;; Now pick arctic country names.
	(set side-library '(
	  (50 (noun "Norwegian") (emblem-name "flag-norway")
	    (unit-namers ((town city) norwegian-place-names)))
	  (50 (noun "Swede") (adjective "Swedish") (emblem-name "flag-sweden")
	    (unit-namers ((town city) swedish-place-names)))
	  (50 (noun "Finn") (adjective "Finnish") (emblem-name "flag-finland")
	    (unit-namers ((town city) finnish-place-names)))
	  (50 (noun "Icelander") (adjective "Icelandic") (emblem-name "flag-iceland")
	    (unit-namers ((town city) icelandic-place-names)))
	  (50 (noun "Canadian") (emblem-name "flag-canada")
	    (unit-namers ((town city) canadian-place-names)))
	  (50 (noun "Russian") (emblem-name "flag-russia")
	    (unit-namers ((town city) russian-place-names)))
	  (50 (noun "Mongol") (adjective "Mongolian")
	    (emblem-name "flag-mongolia")
	    (unit-namers ((town city) mongolian-place-names)))
	  (50 (noun "Nepalese") (emblem-name "flag-nepal")
	    (unit-namers ((town city) nepalese-place-names)))
	  (50 (noun "Afghan") (emblem-name "flag-afghanistan")
	    (unit-namers ((town city) afghan-place-names)))
	  (50 (noun "Chilean") (emblem-name "flag-chile")
	    (unit-namers ((town city) chilean-place-names)))

	  ;; Not sure this image really works for a flag.
	  ;; (50 (noun "Viking") (emblem-name "heroes-viking") ...)
	  ;; (imf "heroes-viking" ((44 44) (file "heroes.gif" 140 354)))
	  ;; Also would like: Tibet, Inuits, Aleutians
	  ))
        ))
    ("Large Countries" large
     "Grow each starting country to take as much land as possible."
     (true
       ;; This is the same as country separation.
       (set country-radius-max 48)
       (add (town city) unit-growth-chance (100 20))
       (add (town city) independent-growth-chance (20 0))
       ))
    ("Noisy" noisy
     (true
       (set action-movies '(
         (move (sound "pop"))
         ))

       (set event-movies '(
         (side-lost (sound "thunder"))
         (unit-captured (sound "chirr"))
         (unit-completed (sound "chirr"))
         (unit-moved (sound "pop-2"))
         ))
       ))
    ("Silhouettes" silhouettes
     "Use silhouettes for unit display instead of color images."
     (true
       ;; No capability for alternate image sets, so do it the hard way.
       (add infantry image-name "soldiers-s")
       (add armor image-name "tank-s")
       (add fighter image-name "fighter-s")
       (add bomber image-name "4e-s")
       (add destroyer image-name "dd-s")
       (add submarine image-name "sub-s")
       (add troop-transport image-name "ap-s")
       (add carrier image-name "cv-s")
       (add battleship image-name "bb-s")
       (add nuclear-bomb image-name "bomb-s")
       (add base image-name "airbase-s")
       (add town image-name "town20-s")
       (add city image-name "city20-s")
       ))

    ("Trident" trident
     "Use freeciv graphics." 
     (true
       ;; No capability for alternate image sets, so do it the hard way.
       (add infantry image-name "trident-riflemen")
       (add armor image-name "trident-armor")
       (add fighter image-name "trident-fighter")
       (add bomber image-name "trident-bomber")
       (add destroyer image-name "trident-destroyer")
       (add submarine image-name "trident-submarine")
       (add troop-transport image-name "trident-transport")
       (add carrier image-name "trident-carrier")
       (add battleship image-name "trident-battleship")
       (add nuclear-bomb image-name "trident-nuclear-missile")
       (add base image-name "nt-city-white-small")
       (add town image-name "nt-town-gray-medium")
       (add city image-name "nt-city-gray-large")

	 (imf "nt-city-gray-large"  ((32 32) (file "neo-trident.gif" std 0 0)))
	 (imf "nt-town-gray-medium"  ((32 32) (file "neo-trident.gif" std 0 1)))
	 (imf "nt-city-white-small"  ((32 32) (file "neo-trident.gif" std 0 2)))

       ))

    )
  )

(include "stdunit")

(include "nat-names")

(include "town-names")

(include "ng-features")

(add B namer "junky")

(add (T @) namer "random-town-names")

(set default-namer "random-town-names")

(set feature-types '(continents islands seas lakes bays
			    (desert 10)(forest 10)(mountains 5) peaks))

(set feature-namers
  '((islands generic-island-names) (lakes generic-lake-names) (bays generic-bay-names)
  	(seas generic-sea-names) (continents generic-continent-names)
  	(desert generic-desert-names) (forest generic-forest-names)
  	(mountains generic-mountain-names)))

(set advantage-min 1)
(set advantage-default 1)
(set advantage-max 15)

(scorekeeper
  (title "")
  (do last-side-wins)
  )

(set scorefile-name "standard.xcq")

;; Leave see-terrain-if-captured to zero.  This is so that exploration
;; does not cease early in the game.  Alternatives might be to 
;; make all hexes within a fixed or randomly determined radius
;; from the captured unit visible, or even a make-terrain like
;; algorithm that generates one single random sized area of visible hexes
;; that nucleates at the captured unit.  Some terrain info will leak
;; out via see-others-if-captured - that's a more appropriate quantity
;; than the all-or-nothing see-terrain-if-captured.

(table see-others-if-captured
  (ship ship 50)
  (base u* 10)
  (town u* 15)
  (city u* 100)
  )

(add places already-seen 100)
(add places already-seen-independent 100)

  reply	other threads:[~2004-09-03  2:30 UTC|newest]

Thread overview: 43+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
     [not found] <20040827050942.5961.qmail@web13122.mail.yahoo.com>
2004-08-27 17:09 ` CXP??? Eric McDonald
2004-08-28  2:51   ` CXP??? Elijah Meeks
2004-08-28  3:47     ` Multiple Image Use Elijah Meeks
2004-08-28  4:02       ` Eric McDonald
2004-08-28  4:33         ` Elijah Meeks
2004-09-01  7:30         ` Standard Game Graphics Elijah Meeks
2004-09-01 16:18           ` Jim Kingdon
2004-09-01 18:30             ` Eric McDonald
2004-09-02  1:43               ` Elijah Meeks
2004-09-02  4:24                 ` Eric McDonald
2004-09-03  2:30                 ` Jim Kingdon
2004-09-03  3:01                   ` Elijah Meeks [this message]
2004-09-03  3:17                     ` Eric McDonald
2004-09-03  5:10                       ` Elijah Meeks
2004-09-03  5:11                         ` Jim Kingdon
2004-09-03  6:10                         ` Jim Kingdon
2004-09-03 17:18                           ` Changing the Standard Game Elijah Meeks
2004-09-04  2:06                             ` Eric McDonald
2004-09-04 17:46                             ` Lincoln Peters
2004-09-05  1:48                               ` Eric McDonald
2004-09-05  6:02                                 ` Feature Request: Advance Prohibits Advance Elijah Meeks
2004-09-05 16:25                                   ` Eric McDonald
2004-09-05 16:41                                     ` mskala
2004-09-05 16:54                                       ` Eric McDonald
2004-09-05 17:11                                         ` mskala
2004-09-05 17:01                                       ` Elijah Meeks
2004-09-05 16:48                                     ` Elijah Meeks
2004-09-05 19:43                                       ` Eric McDonald
2004-09-05 16:50                                     ` mskala
2004-09-05 16:55                                       ` Eric McDonald
2004-09-05 16:55                                   ` Lincoln Peters
2004-09-05 17:01                                     ` Elijah Meeks
2004-09-05 19:52                                       ` Jim Kingdon
2004-09-05 20:16                                         ` Eric McDonald
2004-09-05 19:58                                       ` Lincoln Peters
2004-09-05 20:15                                         ` Elijah Meeks
2004-09-05 15:52                                 ` Changing the Standard Game Lincoln Peters
2004-09-05 16:36                                   ` Eric McDonald
2004-09-05 20:09                                     ` Jim Kingdon
2004-09-05 20:14                                 ` Jim Kingdon
2004-09-05 20:40                                   ` Elijah Meeks
2004-09-05 22:09                                   ` Eric McDonald
2004-09-03 23:11                         ` Standard Game Graphics Eric McDonald

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