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)
next prev parent 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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