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Xconq design examples
- From: "Erik Jessen" <ejessen at adelphia dot net>
- To: <xconq7 at sources dot redhat dot com>
- Date: Sun, 13 Oct 2002 20:17:43 -0700
- Subject: Xconq design examples
- References: <l03130301b9cc2db6cc7b@[212.181.163.38]>
Hi,
I have the following needs, which I couldn't figure out from existing games:
1) I want roads (which anyone can walk on), but also railroads (which have
the
following attributes:
- there's a maximum rail-capacity for each side, which is allocated at
the start
of the month, and is used up over 4 turns. (i.e. turn 1 you get 10
points, turn
5 your railcap is reset to 10).
- railcap can only be used on rail hexes that connect to major cities
(no using
rail on isolated track)
- supply can be sent via rail, but can't be sent via road.
- rail lines are either side A, side B or independent.
- their status is either OK or destroyed.
- their capability is either connected or solated (isolated means they
belong to a side,
but are not allowed to be used for rail transport, because they're
not connected
to a major city).
I haven't spotted anything where both roads and rail have serious
distinctions.
2) I would like to have both navigable and non-navigable rivers; from what
I've read,
I should make non-nav be 'border' and nav be 'slide'. Is there a good
example of
this coding?
3) I'd like to have 13 cycles per year, each cycle of 4 weeks. I looked at
the
calendar documentation, and couldn't figure out how to set the base
calendar in
weeks, but increment by 4.
4) From what I've read, I can implement leaders as being able to control all
units
within N hexes, but I'd like to have leaders control K units with in N
hexes, and
'K' and 'N' vary between leaders. How can I do that?
Again,
I'm mainly looking for examples; I've grepped through the existing code, but
the
examples I found either I couldn't figure it out, or it wasn't applicable.
I've also gone
through the online docs at the redhat website.
Thanks,
Erik