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Xconq module redesign, which games work? damage dice specs, tanker refueling
- To: <xconq7@sourceware.cygnus.com>
- Subject: Xconq module redesign, which games work? damage dice specs, tanker refueling
- From: "Eli Salmon" <globalfun@email.msn.com>
- Date: Fri, 10 Sep 1999 14:09:35 -0700
Which modules besides the standard game are actively played, Or if
shorter, the list of the ones that are under construction? I noticed a
very scanty discussion along these lines around Jan 99. By the way any
comments on taking a tactical game module like panzer and designing a
scenario which gives the computer prepositioned units with a defensive AI
posture and/or 0 mobility and set up a decent solo game?
I am in the process of editing the module empire.g since most of its
features, such as combat, material transport, and raw material production
don't work . Because the default hp of units was 100 I have set up damage
tables with damages in the range of around 35 to 120. The game game gave me
error messages for a damage of 25d3 or any larger number of d3's. The error
message was:
Warning: empire:513-745: table damage value 51584 not within bounds 0 to
32767, skipping clause.
Also 12d19 was read (without an error message) as 2d3 according to the
help. This occurred with several other dice values as well. I was unable
to
locate the section of documentation dealing with the acceptable values for
dice specs.
I realize I can reedit the hp's to smaller numbers or use damage values of
35 or 120.
I also am wondering about the best way to handle refueling using a tanker
or tanker plane. Since under default settings the fuel seems to stay in the
tanker- and this is very bad for the refueling plane. For now I redesigned
the tanker to be able to contain a plane which can then "take" the fuel.
This seems a little too complicated. I suppose giving the tanker a fuel
in-length of -1 might help.
BTW I am playing the precompiled cygwin version 7.2.92