From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 13508 invoked by alias); 29 Jul 2004 00:18:45 -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 13492 invoked from network); 29 Jul 2004 00:18:44 -0000 Received: from unknown (HELO ob2.cmich.edu) (141.209.20.21) by sourceware.org with SMTP; 29 Jul 2004 00:18:44 -0000 Received: from egate1.central.cmich.local ([141.209.15.85]) by ob2.cmich.edu (8.12.10/8.12.10) with ESMTP id i6T0EKP6010790; Wed, 28 Jul 2004 20:14:20 -0400 Received: from leon.phy.cmich.edu ([141.209.165.20]) by egate1.central.cmich.local with Microsoft SMTPSVC(5.0.2195.6713); Wed, 28 Jul 2004 20:18:38 -0400 Received: from localhost (localhost [127.0.0.1]) by leon.phy.cmich.edu (Postfix) with ESMTP id 4DD067000B; Wed, 28 Jul 2004 20:18:38 -0400 (EDT) Date: Thu, 29 Jul 2004 01:56:00 -0000 From: Eric McDonald To: Hans Ronne Cc: Elijah Meeks , Subject: Re: The battle for Taiwan In-Reply-To: Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-OriginalArrivalTime: 29 Jul 2004 00:18:38.0395 (UTC) FILETIME=[984F08B0:01C47501] X-CanItPRO-Stream: default X-Spam-Score: -0.9 () X-Bayes-Prob: 0.0001 X-Scanned-By: CanIt (www . canit . ca) X-SW-Source: 2004/txt/msg00810.txt.bz2 On Thu, 29 Jul 2004, Hans Ronne wrote: > >A slightly more crude manner to achieve this is to > >build seed units, which can lose a material every turn > >and starves when it runs out of material. By setting > >its wreck-type to the unit you want (And changing the > >see-chances so that it is not visible to any other > >players), you can set the material to be your delay. > > That's an interesting idea! To elaborate further on this theme, I guess one > could also use the wreck-unit code to upgrade rather than downgrade units, > perhaps as a way to simulate combat experience. Something similar to when > "great leaders" appear in Civ3 (a concept that plays a too big role in that > game, in my opinion). You guys are a bit twisted, IMO. :-) Just use the existing auto-upgrade mechanism with an unseen unit that grows in size at the rate of one size point per turn (don't require any materials for the growth). Once the target size/turn is achieved, then auto-upgrade to a seen reinforcement unit. Eric