From: Eric McDonald <mcdonald@phy.cmich.edu>
To: Emmanuel Fritsch <emmanuel.fritsch@ign.fr>
Cc: xconq <xconq7@sources.redhat.com>
Subject: Re: unfair starting positions
Date: Wed, 12 Nov 2003 20:41:00 -0000 [thread overview]
Message-ID: <Pine.LNX.4.44.0311121159270.10185-100000@leon.phy.cmich.edu> (raw)
In-Reply-To: <3FB267C1.79E42079@ign.fr>
Hello Emmanual,
On Wed, 12 Nov 2003, Emmanuel Fritsch wrote:
> A game was designed, twelve years ago, in my school, with quite
> good results on starting position. It was very close to standard
> game, but :
You might wish to try Bellum Aeternum. It has most of the features
which you discuss below.
> -- capitals were much more powerful than cities, and you had
> several capitals at the beginning.
Bellum has Towns, Cities, Grand Citadels, Metropoles, and
Capitols. Each has a different cost to build or upgrade to (not
yet implemented), and the last three items on the list are
quite powerful.
> -- you started with may other units, particularly troop
> transport (both sea and air transport)
Bellum has an assortment of starting units. The composition of
this assortment depends on what game variants you select.
> -- the presence of ships in your starting unit set, and a reduce
> size for the starting countries leaded the program to place your
> capitals near the sea.
Ships are among the starting units in Bellum.
Each country's capital must be placed near the sea.
> -- A patch was added to forbidd any capital or independant town
> in contiguity with another capital or town.
In Bellum, the country radius is sufficiently large so that this
is avoided. Towns can still be adjacent to one another, but the
chance of them belonging to opposing sides is very, very small.
> -- some units were added, some modified :
> -- katalina, an airkraft which transport infantry, with a
> wide range (30/40 hex).
Cargo Planes, in Bellum. Actually they just transport Paratroopers
right now. Once I make the necessary modifications to the Xconq
kernel, they will be able to carry other units, but those units
will be forced to embark/disembark in facility units (i.e., Armor
will not be able to jump out of Cargo Planes).
> -- torpedo which sinks ships.
Submarines, Torpedo Boats, and Torpedo Bombers have a special
advantage when attacking large ships.
> -- bomber were now just able to bomb land units, and with
> lower efficacity, ships and transport the bomb but not
> infantry.
Bombers are able to hit both cities and land units, however they
are less accurate against land units. (And Dive Bombers are more
accurate than Bombers, though less deadly.)
> -- cruiser was splitted into a cruiser and a battleship,
> Battleships were better against land units (particularly
> against coastal cities) but easily sunk by subs and very
> expensive.
Bellum's family of warships (not including carriers or special
ships) is Destroyer, Frigate, Cruiser, and Battleship. However, I
am thinking about removing Cruiser and just making Frigate
stronger. (Similarly, I am considering the removal of Light
Carrier, and increasing the capacity of Escort Carrier.)
> That was a great game.
I would very much appreciate it if you could try Bellum Aeternum
sometime and give me some feedback, since you apparently have
experience with a similar game.
> Except the patch, all ideas given here are easy to implement
> back to Xconq.
Yes.
Regards,
Eric
next prev parent reply other threads:[~2003-11-12 17:16 UTC|newest]
Thread overview: 13+ messages / expand[flat|nested] mbox.gz Atom feed top
2003-11-09 22:22 Brandon J. Van Every
2003-11-10 9:13 ` Stan Shebs
2003-11-10 10:39 ` Brandon J. Van Every
2003-11-11 23:33 ` Stan Shebs
2003-11-12 0:39 ` Brandon J. Van Every
2003-11-12 13:07 ` Peter Garrone
2003-11-12 16:26 ` Jim Kingdon
2003-11-12 16:48 ` Eric McDonald
2003-11-12 16:55 ` Eric McDonald
2003-11-13 1:02 ` Hans Ronne
2003-11-12 17:16 ` Emmanuel Fritsch
2003-11-12 20:41 ` Eric McDonald [this message]
2003-11-13 20:30 ` Bruno Boettcher
Reply instructions:
You may reply publicly to this message via plain-text email
using any one of the following methods:
* Save the following mbox file, import it into your mail client,
and reply-to-all from there: mbox
Avoid top-posting and favor interleaved quoting:
https://en.wikipedia.org/wiki/Posting_style#Interleaved_style
* Reply using the --to, --cc, and --in-reply-to
switches of git-send-email(1):
git send-email \
--in-reply-to=Pine.LNX.4.44.0311121159270.10185-100000@leon.phy.cmich.edu \
--to=mcdonald@phy.cmich.edu \
--cc=emmanuel.fritsch@ign.fr \
--cc=xconq7@sources.redhat.com \
/path/to/YOUR_REPLY
https://kernel.org/pub/software/scm/git/docs/git-send-email.html
* If your mail client supports setting the In-Reply-To header
via mailto: links, try the mailto: link
Be sure your reply has a Subject: header at the top and a blank line
before the message body.
This is a public inbox, see mirroring instructions
for how to clone and mirror all data and code used for this inbox;
as well as URLs for read-only IMAP folder(s) and NNTP newsgroup(s).