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Advances games now more playable on unix


I have just checked in changes to the kernel that moves handling of
advanced units (Civ-type cities) from the turn start to the regular
move-unit code. This means that it is now easier to play games such as
Advances Through History under the tcltk interface, which lacks some of the
goodies in the mac interface, such as clickable unit closeups and a
construction/research window. Thus, an advanced unit that needs a new build
task will now appear as the current unit on the map, and you can give it
orders on the command line.

In addition, the research in these games, which used to be unit-based (each
unit could have its own project) is now side-based. This means that you can
use the side research popup window to manage research. The only option
previously in the tcltk interface was to let the ai do all research for
you, which was rather dull. This is a temporary solution, the unit-based
research code has not yet been moved to the new location.

For the technically interested, the reason why these units were run at the
turn start is that they unlike other xconq units are not limitied by action
points (acps). Instead, the available materials set the limit for what they
can do. In this respect, they are similar to Civ cities, where construction
is limited by shields and research by arrows. A big city with a large
material production will therefore churn out new units at a high rate,
possibly several units each turn.

Getting these units to work in the normal position was difficult, since the
move-unit code is permeated by references to acps, so I had to put the code
at the turn start instead. However, this caused all sorts of other
problems, and Stan and I have long discussed integrating this code better
with the rest of the kernel. The present changes is a first step towards
that goal.

Hans

Hans Ronne

hronne@pp.sbbs.se



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