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Re: Three thoughts
- From: Elijah Meeks <elijahmeeks at yahoo dot com>
- To: Eric McDonald <mcdonald at phy dot cmich dot edu>
- Cc: Jim Kingdon <kingdon at panix dot com>, xconq7 at sources dot redhat dot com
- Date: Tue, 24 Aug 2004 11:12:25 -0700 (PDT)
- Subject: Re: Three thoughts
> Wrt this table, were you thinking in terms of
> specific quantities
> of certain materials being yielded up by the
> captured unit, or
> percentages of all materials being yielded up
> depending on who
> does the capturing and who is being captured?
Simply material and quantity if the unit is captured.
What I'll do is set a seed unit so that the player
destroys it and captures its wrecked-type, like so:
(unit gold-chest (image "ang-chest-iron-small")
(wrecked-type goldpile))
(table material-if-captured
(goldpile gold 50)
)
This way I can set a timer on the pile o' gold so that
it evaporates after capture, to keep the map clean. I
suppose I'd have to set its capture on the
'independent-capture-chance' table, so that it can
only be captured when independent, because otherwise
you run the risk of other sides capturing the pile of
gold (And thus gaining free materials) before it
evaporates.
The better option may be a 'material-looted-chance'
(or some, better-named table) that sets the
possibility of gaining material from a unit you've
destroyed. In this case, I'd simply set the goldpile
unit to have x gold (Or an initial-supply, for random
setups) and the table to:
(table material-looted-chance
(goldpile gold 100)
)
I don't know which would be easier.
Elijah
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