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Text File | 1996-04-04 | 5.6 KB | 266 lines | [TEXT/XCNQ] |
- (game-module "voyages"
- (title "Voyages of Discovery")
- (blurb "Sail across uncharted seas, find new lands")
- (variants
- (see-all false)
- (world-seen false)
- (world-size (80 40))
- ("Wind" wind
- (true
- (add fleet speed-wind-effect
- ((0 ((0 10) (1 100) (3 120))) ; downwind
- (1 ((0 10) (1 120) (3 150)))
- (2 ((0 10) (1 40) (3 20)))
- (3 ((0 10) (1 10) (3 10))) ; upwind
- ))
- (add t* wind-force-min 0)
- (add t* wind-force-average 1)
- (add t* wind-force-max 3)
- (add land wind-variability 30)
- (add waters wind-variability 10)
- (set wind-mix-range 1)
- (set see-weather-always false)
- ))
- )
- )
-
- ;; should be a self-unit (?) with 2-3 hex radius of control
-
- (unit-type explorer (image-name "conquistador")
- (help "our hero, plus bodyguards and personal servants")
- (acp-per-turn 2)
- (hp-max 3)
- )
-
- (unit-type crew (image-name "soldiers")
- (help "supports the explorer")
- (acp-per-turn 1)
- (hp-max 30) (parts-max 30)
- )
-
- (unit-type fleet (image-name "caravel-fleet")
- (help "transportation across the sea")
- (acp-per-turn 14)
- (hp-max 30) (parts-max 3)
- )
-
- ;;; What the crew can build to live in. This is not a port however, ships must
- ;;; remain at sea.
-
- (unit-type fort (image-name "walltown")
- (help "can be built for protection"))
-
- (unit-type city (image-name "city18")
- (help "home port, with nearly limitless supply"))
-
- (unit-type native-village (image-name "village")
- (help "where the more primitive natives live"))
-
- (unit-type native-city (image-name "city18")
- (help "where the civilized natives live"))
-
- (define native-places (native-village native-city))
-
- (define places (fort city native-village native-city))
-
- ;; the essentials
- (material-type food)
- (material-type water)
- (material-type wood
- (help "to build and repair ships"))
- ;; the goals
- (material-type gold)
- (material-type gems)
- (material-type spices)
-
- ;;; The usual collection of terrain types.
- ;;; (perhaps should flush in favor of smaller set? - no roads needed for instance)
-
- (include "stdterr")
-
- (define land (swamp desert plains forest mountains ice))
- (define waters (sea shallows))
-
- ;;; Static relationships.
-
- (table vanishes-on
- ((explorer crew) waters true)
- )
-
- (table wrecks-on
- (fleet land true)
- )
-
- ;; A shipwreck is usable as a fort.
-
- (add fleet wrecked-type fort)
-
- (table unit-capacity-x
- (fleet (explorer crew) (3 3))
- (fort (explorer crew) (3 3))
- (city (explorer crew) (100 30))
- (native-village (explorer crew) 1)
- (native-city (explorer crew) (100 30))
- )
-
- (table unit-storage-x
- ((explorer crew) (food water) 2)
- (fleet (food water) 20)
- (fleet wood 10)
- )
-
- ;;; Vision.
-
- ;; (nothing special needed?)
-
- ;;; Actions.
-
- ;;; Movement.
-
- (table mp-to-enter-terrain
- ;; these are for accident prevention...
- ((explorer crew) waters 99)
- ;; Ship can be run aground deliberately, but only at start of turn.
- (fleet land 14)
- )
-
- ;;; Construction.
-
- (add (fleet fort) cp (8 4))
-
- (table acp-to-create
- (crew (fleet fort) 1)
- )
-
- (table cp-on-creation
- (crew (fleet fort) 1)
- )
-
- (table acp-to-build
- (crew (fleet fort) 1)
- )
-
- (table cp-per-build
- (crew (fleet fort) 1)
- )
-
- ;;; Combat.
-
- (table hit-chance
- (explorer native-places 1)
- (native-places explorer (5 20))
- )
-
- (table damage
- (u* u* 1)
- )
-
- (table capture-chance
- (explorer places 10)
- )
-
- ;;; Production/consumption of materials.
-
- (table base-production
- ((explorer crew) (food water) 1)
- )
-
- (table productivity
- ((explorer crew) (plains forest swamp) 100)
- )
-
- (table base-consumption
- ((explorer crew) (food water) 1)
- )
-
- (table hp-per-starve
- ;; Going without food is bad for one's health, but not instantly fatal.
- ((explorer crew) food 1.00)
- ;; Water is essential, however.
- ((explorer crew) water 100.00)
- )
-
- ;;; Random events.
-
- (table accident-vanish-chance
- (fleet waters (30 10))
- )
-
- ;;; Starting material for random setups.
-
- (define country-radius-min 2)
-
- (add (sea plains) country-terrain-min (1 3))
-
- (add (explorer crew fleet city) start-with (1 1 1 1))
-
- (table favored-terrain
- (u* t* 0)
- ((explorer crew) plains 100)
- (city plains 100)
- (fleet sea 100)
- ((native-village native-city) land 100)
- )
-
- (add city initial-seen-radius 6)
-
- (table independent-density
- (native-village (plains forest mountains) (100 50 20))
- (native-city plains 10)
- )
-
- (include "ng-weird")
-
- (add native-places namer "generic-names")
-
- (table unit-initial-supply
- ;; Everybody starts out with plenty of food and water.
- (u* (food water) 9999)
- (native-city gold 100)
- )
-
- ;;; This works as a solo game, but more can play if desired.
-
- (set sides-min 1)
-
- ;;; Players can give them more explorers and ships to start with.
-
- (set advantage-min 1)
- (set advantage-default 1)
- (set advantage-max 5)
-
- #| This only really makes sense with the actual world to play on.
- (set side-library '(
- ((noun "Spaniard") (emblem-name "flag-spain-old")
- )
- ((noun "Portuguese") (emblem-name "flag-portugal")
- )
- ((noun "English") (emblem-name "flag-uk")
- )
- ((noun "French") (emblem-name "flag-france")
- )
- ((noun "Dutch") (emblem-name "flag-dutch")
- )
- ))
- |#
-
- ;;; should always generate a globe-girdling area to play on.
-
- (game-module
- (notes
- "might want a general operates-equipment relation so crew can move via
- ships but can still leave, thus immobilizing the ships"
- "explorer would have to manage crews properly"
-
- "crews on land can collect water/food and store on ship"
-
- "forts protect crew while they forage(?)"
-
- "high chance of attrition for crew"
- "Explorer only vulnerable to combat or starvation however"
-
- "need to do storms somehow (stripped-down lat-based weather model?)"
-
- "Turn length is about a week."
- ))
-