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Text File | 1998-05-22 | 11.3 KB | 382 lines | [TEXT/XCNQ] |
- (game-module "future"
- (title "2200 AD")
- (blurb "Futuristic period from Jay Scott")
- (variants (world-seen true))
- )
-
- (unit-type hovercar (image-name "hovercraft") (char "h")
- (help "easily built, moves fast and captures cities"))
- (unit-type groundcar (image-name "tank") (char "g")
- (help "slow but tough, captures cities"))
- (unit-type saucer (char "s")
- (help "moves fast, easy to build, but short range"))
- (unit-type defender (image-name "delta") (char "d")
- (help "heavy aircraft that defeats subs and saucers"))
- (unit-type constructor (image-name "builder") (char "c")
- (help "builds bases anywhere"))
- (unit-type mothership (char "m")
- (help "carries aircraft and ground units"))
- (unit-type transport-sub (image-name "sub") (char "t")
- (help "quickly built, carries ground units"))
- (unit-type attack-sub (image-name "sub") (char "a")
- (help "attacks cities and carries rockets"))
- (unit-type rocket (char "R")
- (help "missile that can kill most units and hit cities"))
- (unit-type base (char "/") (image-name "saucerpad")
- (help "airstrip + port but no production"))
- (unit-type town (image-name "town22") (char "*")
- (help "produces but easily captured and may revolt"))
- (unit-type city (image-name "city22") (char "@")
- (help "metropolis - hard to capture"))
-
- (material-type fuel (help "used for both movement and combat"))
-
- (terrain-type sea (char "."))
- (terrain-type shallows (char ","))
- (terrain-type swamp (char "="))
- (terrain-type plains (char "+"))
- (terrain-type forest (char "%"))
- (terrain-type desert (char "~"))
- (terrain-type mountains (char "^"))
- (terrain-type ice (char "_"))
- (terrain-type vacuum (char ":"))
-
- (define h hovercar)
- (define g groundcar)
- (define s saucer)
- (define d defender)
- (define c constructor)
- (define m mothership)
- (define t transport-sub)
- (define a attack-sub)
- (define R rocket)
- (define / base)
- (define * town)
- (define @ city)
-
- (define movers ( h g s d c m t a R ))
- (define cities ( / * @ ))
-
- (define water-t* (sea shallows))
- (define land ( swamp plains forest desert mountains ice ))
-
- (add water-t* liquid true)
-
- ;;; Static relationships.
-
- ;; Unit-unit.
-
- (table unit-capacity-x
- ;; (shouldn't motherships be able to carry rockets?)
- (m ( h g s d c ) ( 6 4 10 2 1 ))
- (a R 4)
- (t ( h g ) ( 2 1 ))
- )
-
- (add cities capacity ( 8 32 32 ))
-
- (table unit-size-as-occupant
- (u* u* 99)
- (movers cities 1)
- )
-
- ;; Unit-material.
-
- (table unit-storage-x (u* fuel ( 30 40 16 16 30 40 200 150 30 500 1000 2000 )))
-
- ;;; Vision.
-
- ;; Subs have very good stealth.
-
- (table visibility (( t a ) t* 0))
-
- (add cities see-always 1)
-
- ;;; Actions.
-
- (add movers acp-per-turn ( 3 1 8 4 3 6 2 3 10 ))
- (add cities acp-per-turn ( 0 1 1 ))
-
- ;;; Movement.
-
- (add cities speed 0)
-
- (table mp-to-enter-terrain
- (u* t* 99)
- (h plains 1)
- (h shallows 2)
- (g ( plains desert ) 1)
- (( s d c m ) t* 1)
- (( t a ) ( sea shallows ) 1)
- (R t* 1)
- )
-
- (table consumption-per-move (movers fuel 1))
-
- ;;; Construction.
-
- ;; h g s d c m t a R
- (add movers cp ( 4 6 2 10 10 20 7 12 8 ))
- (add / cp 3)
-
- (table acp-to-create
- (c / 1)
- ((* @) movers 1)
- )
-
- (table acp-to-build
- (c / 1)
- ((* @) movers 1)
- )
-
- (table acp-to-toolup
- (c / 1)
- ((* @) movers 1)
- )
-
- ;; Future hi-tech needs more elaborate infrastructure, so toolup costs
- ;; are high for some types.
-
- (table tp-to-build
- (c / 1)
- ;; h g s d c m t a R
- (* movers ( 1 1 1 5 9 10 1 2 25))
- (@ movers ( 1 1 1 5 9 10 1 2 25))
- )
-
- (table tp-max
- (c / 1)
- (* movers ( 1 1 1 5 9 10 1 2 25))
- (@ movers ( 1 1 1 5 9 10 1 2 25))
- )
-
- ;;; Combat.
-
- (add u* hp-max ( 1 1 1 2 2 5 2 2 1 10 20 40 ))
-
- (table hit-chance
- (h u* ( 65 60 40 50 50 50 5 5 50 99 99 99 ))
- (g u* ( 80 60 50 40 50 50 10 10 50 99 99 99 ))
- (s u* ( 50 40 70 10 70 90 10 10 99 99 99 99 ))
- (d u* ( 10 10 65 20 70 70 50 50 20 99 99 99 ))
- (c u* ( 20 20 10 5 20 10 0 0 20 0 0 0 ))
- (m u* ( 15 10 20 5 40 40 0 0 30 0 0 0 ))
- (t u* ( 0 0 0 0 0 0 0 0 0 0 0 0 ))
- (a u* ( 40 60 10 10 20 20 60 20 0 99 99 99 ))
- (R u* ( 99 99 60 80 90 90 70 70 20 99 99 99 ))
- (/ u* ( 10 10 10 20 0 0 0 10 0 0 0 0 ))
- (* u* ( 30 30 30 40 0 0 0 20 0 0 0 0 ))
- (@ u* ( 50 50 50 50 0 0 0 50 0 0 0 0 ))
- ;; Guarantee that the rocket will be destroyed in its attack.
- (u* R 100)
- )
-
- (table damage
- (u* u* 1)
- (a cities 3)
- (R u* 4)
- (R cities 10)
- (@ u* 2)
- )
-
- (table capture-chance
- (h cities ( 80 70 20 ))
- (g cities ( 90 80 30 ))
- )
-
- (table consumption-per-attack (u* fuel 1))
-
- (table hit-by (u* fuel 1))
-
- ;;; Other actions.
-
- ;; We can always disband units freely.
-
- (add u* acp-to-disband 1)
-
- (add u* hp-per-disband 100)
-
- ;;; Backdrop economy.
-
- (table base-production (cities fuel 10))
-
- (table base-consumption
- (( s d ) fuel 1)
- (u* fuel 1) ; not plausible, but helps machine players (???)
- )
-
- (table hp-per-starve
- ;; High-tech stuff disintegrates without fuel.
- (u* fuel 1.00)
- )
-
- (table out-length
- (movers fuel -1) ; so low-capacity units don't lose fuel
- (cities fuel 1)
- )
-
- (table in-length
- (u* fuel 1)
- )
-
- ;;; Scoring.
-
- (add cities point-value ( 1 5 25 ))
-
- (scorekeeper (do last-side-wins))
-
- ;;; Setup.
-
- (add t* alt-percentile-min ( 0 69 70 70 70 70 95 99 0 ))
- (add t* alt-percentile-max ( 69 70 72 95 95 95 99 100 0 ))
- (add t* wet-percentile-min ( 0 0 50 20 80 0 0 0 0 ))
- (add t* wet-percentile-max ( 100 100 100 80 100 20 100 100 0 ))
-
- (set edge-terrain ice)
-
- (add cities start-with ( 0 2 1 ))
-
- (table independent-density (* land 100))
-
- (table favored-terrain
- (u* t* 0)
- (( * @ ) ( plains ) 100)
- )
-
- ;; A game's starting units will be full by default.
-
- (table unit-initial-supply (u* m* 9999))
-
- ;;; Documentation.
-
- (game-module (notes (
- "A science fiction Xconq period.
- It's weirder and wilder than the historical periods provided with the game.
- Lots of things happen faster, so the game is often shorter.
- "
- "This is in the public domain.
- "
- " ----- ----- strategy ----- -----
- "
- "The game is designed so you need to have at least a few of every
- kind of unit to do well in a full game. (You may be able to get by
- without transport subs if you start out on a big continent.) If
- anybody finds they can consistently do well without some kind of unit,
- I want to hear how so I can fix it!
- "
- "Every unit has at least one nemesis which can destroy it relatively
- easily. Your goal should be to fight every battle at an advantage,
- pitting each unit against its natural prey--saucers against hovercars,
- defenders against saucers, hovercars against defenders.
- "
- "Rockets ensure that the game doesn't drag on too long. Invasion is
- risky, but when it works the invader wins quickly. Rockets by contrast
- are a slow but steady way to nibble at the enemy production base.
- "
- "Machine players are especially easy to defeat in this period. If you're
- lucky enough to start near one, you can blitz it with hovercars and
- saucers and win in short order. It takes longer if you're far from
- the robot. Gaining air superiority is usually the first step.
- "
- "The game hasn't been played by enough people for me to tell what
- strategies are best in different circumstances. If I've done my
- job well, the best plan will depend in detail on the opponent and
- the situation, and you'll have to think hard.
- "
- "I'd appreciate any comments.
-
- Jay Scott, August 1987.
- ...bpa!swatsun!scott
- ...seismo!bpa!swatsun!scott"
- )))
-
- (add hovercar notes '(
- "Hovercar. A fast-moving ground unit that easily captures towns. A
- hovercar floats on an antigravity field, so it can maneuver easily
- even in mountainous terrain or shallow water (though not deep ocean).
- Hovercars are invaluable in an invasion for their ability to take
- cities quickly, but they are easily destroyed by flying saucers or
- groundcars."
- ))
-
- (add groundcar notes '(
- "Groundcar. A slow-moving unit which travels on treads, like today's
- tanks. It can afford to carry a large shield generator, which makes
- it tough to destroy. It can negotiate forests by pushing down the
- trees, or burning them away with its gun, but it can't move in
- mountains. Groundcars are ideal for defending your homeland from
- invasion. If you have enough on hand, you can often bounce back even
- after many of your towns are captured."
- ))
-
- (add saucer notes '(
- "Saucer. The flying saucer is a weak but fast-moving aircraft. Saucers
- are very cheap to produce; one use is to overwhelm stronger units with
- mob attacks. They can even bombard a city to rubble, unless there's
- a Defender around. Saucers are also good for recon, within their limited
- range."
- ))
-
- (add defender notes '(
- "Defender. A heavy, delta-wing aircraft that's your only safe defense
- against the enemy's swarms of saucers. It uses aerodynamic lift to
- supplement its drive, allowing it to carry relatively massive
- antisubmarine equipment. But it's an easy target for ground units."
- ))
-
- (add constructor notes '(
- "Constructor. An automated airborn factory that can build a base from
- on-site materials in only one turn. It can build a base anywhere, even
- on water or ice. That means, for instance, that you can build bridges
- between islands for ground units. The constructor is the only way
- to produce the sophisticated equipment needed for a twenty-second
- century base (you don't know how hard it is to refuel those saucers :-).
- But it's vulnerable to attack, especially from saucers."
- ))
-
- (add mothership notes '(
- "Mother ship. Expensive to build, but the only way to mount a major
- invasion. A mother ship can carry lots of saucers, lots of ground
- units, a couple Defenders and a constructor, all at once. (The constructor
- is useful for building stepping stone bases toward the enemy.)
- A mass attack is sure to bring down a mother ship, so it deserves
- saucer patrols--but you may have to forego patrols if you're trying
- for a surprise invasion."
- ))
-
- (add transport-sub notes '(
- "Transport sub. Carries only a few ground units, but much cheaper to
- produce than a mother ship. This is how you get your troops to another
- island early in the game. And since, like subs in the WWII period,
- it's invisible until bumped into, it's good for sneak raids on isolated
- outposts. A transport submarine can't attack anything by itself."
- ))
-
- (add attack-sub notes '(
- "Attack sub. Strong against transport subs, and, if they're on the coast,
- ground units and cities. It stays underwater and pokes its weapons out,
- which makes it relatively invulnerable to counterattack. It's faster
- than a transport sub, and good for wide-ranging exploration. And to top
- it off, it can carry several rockets to within easy range of enemy cities.
- On the other hand, all submarines have to be careful of Defenders."
- ))
-
- (add rocket notes '(
- "Rocket. Actually a remotely guided missile, which does a lot of damage
- to its target but vaporizes itself in the process. One rocket is
- enough to take out most units--it's not quite enough by itself
- to down a mother ship. Three rockets together are sufficient to pound
- a town back to a base. Only occasionally will a rocket miss its target.
- Besides stomping cities, they're useful for eliminating enemy groundcars
- and Defenders just before an invasion. Since rockets are easily
- shot down if spied in mid-flight, it's sensible to launch them from
- attack subs near their targets. [Because of the way Xconq works,
- messages about rockets don't always make sense.]"
- ))
-
- (game-module (instructions (
- )))
-
- (game-module (design-notes (
- )))
-