This is the mail archive of the xconq7@sourceware.cygnus.com mailing list for the Xconq project.


Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]

Several comments


Xconq 7.2.2, for X11 of course.

The game-module instructions are described in the designer's manual as a
list of strings, but only the first is displayed.  E.g. in

(game-module "standard"
  (title "Standard Game")
  (blurb "The standard Xconq game, loosely based on WW II ca 1945")
  (instructions "Take over the world before you get taken over!"
	        "Type '?' for help."))
 
the instructions on how to get help don't appear.


If you give a unit move-to orders to a non-adjacent cell containing
another unit, why does it stop one cell short?


I can't quite figure out how to use acp-night-effect.  I've set
initial-day-part and day-length, but I never get any night effects.  Is
this implemented?


I'm not convinced I like the implementation of stack-order.  Currently,
there is no way to get two different unit types visible in the same cell.
(E.g. a battleship and a carrier in the standard game.)  If two units have
the same stack-order, I think they should both be visible.


On a positive note, I really like the coverage view.  The properties
see-mistake-chance and looks-like are pretty cool too.  :)


I think that formations are much too loosely-held to be very useful.  If I
tell a destroyer to hold formation in the same cell as a battleship, I
don't want to see it wallowing three cells away!  Is it possible to tune
the "tightness" of a formation?


 - Keir











Index Nav: [Date Index] [Subject Index] [Author Index] [Thread Index]
Message Nav: [Date Prev] [Date Next] [Thread Prev] [Thread Next]