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Re: Changes to the xconq firing code
- From: Lincoln Peters <peters2000 at mindspring dot com>
- To: Hans Ronne <hronne at pp dot sbbs dot se>
- Cc: Xconq mailing list <xconq7 at sources dot redhat dot com>
- Date: 12 Aug 2002 16:19:52 -0700
- Subject: Re: Changes to the xconq firing code
- References: <l03130300b97c8d2851dd@[217.115.38.232]>
On Sun, 2002-08-11 at 15:50, Hans Ronne wrote:
> BTW, the material-to tables were misused in some games. They are not
> intended to specify consumables (ammo) but rather more permanent equipment
> such as guns that you may need to fire. It is not necessary to set
> material-to-fire to a certain value if you have already set
> consumption-per-fire to the same value. The pre-flight firing and attack
> code always checks if you have enough ammo left.
You might also want to look into material-to-build and
consumption-per-build. I recently observed that in fantasy.g, units
might end up with negative supplies of materials that are consumed when
building new units (e.g. metal when building cities, mana when building
cloudkeeps). It also seems to me that the amount consumed for each
build action is higher (although until now, consumption seemed lower
than it should have been).