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Text File | 1998-05-22 | 4.8 KB | 248 lines | [TEXT/XCNQ] |
- (game-module "fred"
- ;; This is not a standalone game, has only a test setup defined.
- (title "Frederick")
- (blurb "base module for the Seven Years War")
- (variants (world-size (45 30 1000)))
- )
-
- (set see-all true) ; for debugging
-
- (unit-type army (image-name "soldiers"))
- (unit-type general (image-name "flag"))
- (unit-type marshal (image-name "flag"))
- (unit-type prince (image-name "flag"))
- (unit-type king (image-name "crown"))
- (unit-type depot (image-name "walltown"))
- (unit-type town (image-name "town20"))
- (unit-type fortress (image-name "fortress"))
-
- (material-type supplies
- (help "generic supplies"))
-
- (terrain-type sea (char "."))
- (terrain-type countryside (char "+"))
- (terrain-type swamp (char "="))
- (terrain-type forest (char "%"))
- (terrain-type mountains (char "^"))
- (terrain-type river
- (subtype border))
- (terrain-type barrier (image-name "mountains")
- (subtype border))
- (terrain-type pass (image-name "road")
- (subtype connection))
-
- (define cell-t* (sea countryside swamp forest mountains))
- (define leader (general marshal prince king))
- (define bases (depot town fortress))
-
- (add sea liquid true)
-
- ;;; Static relationships.
-
- (table vanishes-on
- ;; No navy in this game.
- (u* sea true)
- )
-
- ;;; Armies carry leaders around and are propelled by them.
-
- (add army capacity 1)
- (add bases capacity 10)
-
- (table unit-size-as-occupant
- ;; Disable occupying by default.
- (u* u* 100)
- (army bases 1)
- ;; Army can only have one commander.
- (leader army 1)
- (leader bases 0)
- )
-
- (table unit-capacity-x
- ;; Leaders can carry each other around, higher ranks "carrying" lower.
- (king (general marshal prince) 4)
- (prince (general marshal) 3)
- (marshal (general) 2)
- )
-
- (table unit-size-in-terrain
- (u* t* 0)
- ;; (need to limit armies?)
- )
-
- (table unit-storage-x
- (army supplies 60)
- (bases supplies 600)
- )
-
- ;;; Actions.
-
- (add army acp-per-turn 1)
- (add leader acp-per-turn 6)
- (add bases acp-per-turn 0)
-
- (table acp-occupant-effect
- ;; Leaders "get the lead out", accelerate the army.
- (leader army 600)
- )
-
- ;;; Movement.
-
- (table mp-to-enter-terrain
- (u* sea 99)
- ;; Crossing rivers is hard for armies.
- (army river 1)
- ;; Mountain barriers are impassable.
- (army barrier 99)
- (leader barrier 99)
- )
-
- (table mp-to-traverse
- (army pass 1)
- )
-
- (add army free-mp 1)
-
- ;;; Construction.
-
- (add depot cp 6)
-
- (table acp-to-create (army depot 1))
-
- (table acp-to-build (army depot 1))
-
- ;;; Combat.
-
- (add army hp-max 80)
-
- (table acp-to-attack
- (army u* 3)
- )
-
- (table acp-to-defend
- (army army 3)
- )
-
- (table hit-chance
- (army army 50)
- (army leader 50)
- )
-
- (table damage
- (army army 1d4)
- (army leader 1)
- )
-
- (table withdraw-chance-per-attack
- (army army 25)
- ;; Leaders can usually escape from hits.
- (army leader 90)
- )
-
- (table acp-to-capture
- (army army 1)
- (army leader 1)
- (army bases 1)
- )
-
- (table capture-chance
- ;; implausible for small units capturing large
- (army army 25)
- (army leader 100)
- (army bases 100)
- )
-
- ;;; Garrisons prevent immediate capture.
-
- (table protection
- (army fortress 10)
- )
-
- ;;; Need a surrender chance for depots vs fortresses.
-
- ;;; Backdrop.
-
- (table base-production
- ;; Armies can supply part of needs by foraging.
- (army supplies 15)
- )
-
- (table productivity
- ;; Foraging in the mountains is ineffective.
- (army mountains 20)
- )
-
- (table base-consumption
- (army supplies 60)
- )
-
- (table hp-per-starve
- (army supplies 20.00)
- )
-
- (table out-length
- (bases supplies 5)
- )
-
- (table in-length
- (army supplies 5)
- (bases supplies 5)
- )
-
- ;;; Scoring.
-
- (add u* point-value 0)
- (add fortress point-value 1)
-
- ;;; Seasons.
-
- (world (year-length 26))
-
- (set calendar '(usual week 2))
-
- (set season-names
- ((0 6 "winter") (7 12 "spring") (13 19 "summer") (20 25 "autumn")))
-
- ;;; Random generation; should be for testing only.
-
- (add cell-t* alt-percentile-min ( 0 70 30 20 90))
- (add cell-t* alt-percentile-max ( 20 90 31 90 100))
- (add cell-t* wet-percentile-min ( 0 50 50 0 0))
- (add cell-t* wet-percentile-max (100 100 100 100 100))
-
- (set edge-terrain mountains)
-
- (add u* start-with 1) ; one of everything
-
- (table favored-terrain
- (u* t* 0)
- (u* countryside 100)
- )
-
- (table unit-initial-supply (u* m* 9999))
-
- ;;; Always max out at a 9-month campaign season.
-
- (set last-turn 18)
-
- (game-module (notes (
- "This is a game about the Seven Years War in central Europe. The number of unit types"
- "is small, and there are only a few special characteristics. The game"
- "is basically one of maneuvering for position, since combat was mostly"
- "ineffective."
- ""
- "Map scale is 15 miles/cell, time is 2 weeks/turn."
- ""
- )))
-
- (game-module (design-notes (
- "A number of items remain to be developed:"
- ""
- "Disable free moves and make combat cost high, to simulate the mutual"
- "consent to combat."
- ""
- "Supply paths (about 4-5 cells)."
- ""
- "River effect on combat."
- )))
-