From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 8424 invoked by alias); 2 Jun 2003 22:19:03 -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 8395 invoked from network); 2 Jun 2003 22:19:02 -0000 Received: from unknown (HELO smtp4.hy.skanova.net) (195.67.199.133) by sources.redhat.com with SMTP; 2 Jun 2003 22:19:02 -0000 Received: from [212.181.162.155] (h155n1fls20o913.telia.com [212.181.162.155]) by smtp4.hy.skanova.net (8.12.9/8.12.9) with ESMTP id h52MJ1O0017921; Tue, 3 Jun 2003 00:19:01 +0200 (CEST) X-Sender: u22611592@m1.226.telia.com Message-Id: In-Reply-To: <20030602213507.91442.qmail@web13101.mail.yahoo.com> References: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Tue, 03 Jun 2003 22:57:00 -0000 To: Elijah Meeks From: Hans Ronne Subject: Re: Getting the Treasury to Work and Other Issues Cc: xconq7@sources.redhat.com X-SW-Source: 2003/txt/msg00183.txt.bz2 >A couple questions for the more xconq-savvy: > >My units aren't transferring materials to the >treasury, in the case of units that can store >materials, they just keep it and in the case of units >that cannot store materials, the materials simply >aren't collected. I've checked to see if this is an >ownership issue by assigning ownership to the two >terrain types that produce material (Farmland and >coal) but nothing changed. You have to specify what materials should be kept in the treasury (default nothing): (add cash treasury true) ... and also specify what units give stuff to the treasury (default no units): (table gives-to-treasury (places cash true) ) see the games that use treasuries (3rd-age, advances, ancient and civ2) for further details. Units that cannot store a material are unable to handle it, and cannot therefore give it to the treasury. Ownership does not matter. Usage does for advanced units. Only one advanced unit can use a given cell at any time (just as in Civ). >Also, is it possible to invest features with anything >more than a name and location? I'd like to assign >some value to political areas, states or counties or >whatever. Nope. Features are purely decorative right now. The absence of a state/country/province object is a major limitation of xconq. I have considered adding it severall times, but it would take quit a lot of coding to implement. Hans