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- Xconq 0 -+---- Empire-like period
- Period 0
-
- "empirical" period-name
-
- "A" "army" "" utype
- "F" "fighter" "" utype
- "D" "destroyer" "" utype
- "S" "submarine" "" utype
- "T" "troop transport" "" utype
- "R" "cruiser" "" utype
- "C" "carrier" "" utype
- "B" "battleship" "" utype
- "@" "city" "" utype
-
- "f" "avgas" "" rtype ; used only to constrain fighter range
-
- "." "sea" "sky blue" ttype
- "+" "land" "green" ttype
-
- land default-terrain ; for compatibility with other maps
-
- [ 0 70 ] t* min-alt
- [ 70 100 ] t* max-alt
- [ 0 0 ] t* min-wet
- [ 100 100 ] t* max-wet
-
- 90 alt-roughness
-
- ; bitmaps are all 16x16.
-
- "soldiers" A icon-name
- "jets" F icon-name
- "dd" D icon-name
- "sub" S icon-name
- "ap" T icon-name
- "bb" R icon-name
- "cv" C icon-name
- "bb" B icon-name
- "city20" @ icon-name
-
- [ D S T R C B ] "ship" define
-
- 1 @ in-country
- 100 @ density
- true @ named
- 100 land @ favored
- @ first-unit
- true @ already-seen
-
- [ 5 10 20 30 25 50 60 75 0 ] u* @ make
- true @ maker ; very important!
- 20 u* startup ; why does original empire doc list out the numbers?
- 1 ship @ repair
-
- [ 1 4 ] [ A F ] speed
- 2 ship speed
-
- 0 land A moves
- 0 t* F moves
- 0 sea ship moves
-
- 2 A @ capacity ; must have capacity for units being built
- 100 F @ capacity ; essentially infinite?
- 100 ship @ capacity
- 6 A T capacity
- 8 F C capacity
-
- 4 u* F enter-time
-
- [ 1 1 3 3 2 8 8 12 1 ] u* hp
- [ 0 0 2 2 1 4 4 6 0 ] u* crippled
-
- 50 u* u* hit ; differing odds reflected by hp I guess...
- 0 @ u* hit ; cities not treated like other units
- 0 u* @ hit
-
- 1 u* u* damage
- 3 ship S damage ; subs hit only ships harder
-
- 50 @ A capture ; note that armies capture cities without hitting them
- 1 @ A guard ; use up the capturing army
-
- "shoots down" F destroy-message
- "sinks" ship destroy-message
-
- ;; Model limited fighter range. Carriers and cities should have essentially
- ;; infinite fuel supply.
-
- 20 avgas F storage
- 1 avgas F to-move
- 4 avgas F consume
- 5000 avgas [ C @ ] storage
- 5000 avgas @ produce
- 100 land @ productivity
- 100 sea C productivity
-
- "runs out of fuel and crashes" F starve-message
-
- 1 @ territory ; need this so machine player goes after right stuff
-
- true @ neutral
-
- begin{notes}
-
- Of course, this will not be exactly like empire - for one thing, xconq maps
- are in hexes and not in squares! However, we can reproduce the characteristics
- of the playing pieces fairly well.
-
- The chief defects are that combat is always mutual, rather than
- one-side-at-a-time hits, and that cities must have capacity for armies.
- In the latter case, this period fixes an annoying defect of the original
- empire game! Also, some of the messages are a little weird.
-
- There is also an imbalance in that ships defeating armies don't run
- aground, so they are more useful than in the original.
-
- end{notes}
-
- end
-