From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 13414 invoked by alias); 24 Jun 2003 20:27:14 -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 3913 invoked from network); 24 Jun 2003 19:21:29 -0000 Received: from unknown (HELO smtp2.fre.skanova.net) (195.67.227.95) by sources.redhat.com with SMTP; 24 Jun 2003 19:21:29 -0000 Received: from [212.181.162.155] (h155n1fls20o913.telia.com [212.181.162.155]) by smtp2.fre.skanova.net (8.12.9/8.12.9) with ESMTP id h5OJLRWv021123; Tue, 24 Jun 2003 21:21:28 +0200 (CEST) X-Sender: u22611592@m1.226.telia.com Message-Id: In-Reply-To: <20030624170649.18431.qmail@web13101.mail.yahoo.com> References: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Tue, 24 Jun 2003 20:43:00 -0000 To: Elijah Meeks From: Hans Ronne Subject: Re: A Couple Questions Cc: xconq7@sources.redhat.com X-SW-Source: 2003/txt/msg00238.txt.bz2 >Does change-type work? I don't see a command for it >on the list and when I type 'change-type' into the >console, it says it doesn't recognize the command. This was discussed on the list last year. If I remember correctly, the short answer is no. The change-type command is fully supported in the kernel, and also in the network code. However, the corresponding interface code is lacking. So until somebody writes it, there is no way to execute the command. >Is there any game that uses opinions? If not, how do >they work? I know how to set a unit's opinions >(has-opinions true, opinions) but I don't know how >xconq handles these. There is no game that uses them, but I think they are fully functional. Opinions are part of the unit revolt code, and helps to decide to what side a unit defects. Only a handful of games currently use the revolt code, but I think it could be more widely used. Perhaps you should try it out? For details of how it works, see unit_revolt in run2.c (reading the kernel code is usually the best way to figure out a feature). There are quite a few features like these in in xconq, that are either not working at all or are not used in any games. I have tried to remove the former from the interfaces, so that the user does not get confused. Some of you may remember an "Agreements" window which did nothing. This was part of an elaborate but never fully implemented agreements code that has now been commented out. As for functional but little used features, there are several that could be useful in game writing. Some examples: * Self-units, e.g. special units that are either "Leaders" (mobile) or "Capitals" (immobile) and whose capture or death may cause the side to lose the game. Example: Sauron in the Lord of the Rings game. * Weather, including temperature, winds and clouds. I think many users were unaware of this feature because it was only fully supported in the Mac interface. However, I added support in the tcltk code recently. For an example of a game that uses weather, se Napoleon (the base module, not the Austrian campaign). * Temporary coatings, such as snow or mud, that modify terrain properties (usually making it more difficult to move). See ww2-eur-42. * Daylight cycles that affect visibility. See Gettysburg and Cherbourg. Hans