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- XCONQ RELEASE NOTES
-
- *** 7.1
-
- "Long-name" commands (those entered via 'o') may now accept arguments.
-
- Standing orders are now available, and are more general than those in
- 5.x. The long-name command has the form "if <condition> <task>", so
- for instance to move all infantry at a given location to Berlin, use
- the command "if infantry at 32,25 move-to Berlin". The X11 interface
- includes a dialog to set up standing orders; the long-name command
- "orders" gets to it.
-
- View coverage changes are now calculated and displayed incrementally.
- This means that for games such as "panzer" with both line-of-sight
- and varying elevations, displayed coverage will update correctly
- as units move around.
-
- New players may be added to a game while it is in progress.
-
- Nearly all of the defined commands have been implemented for each
- interface. The new command "disembark" (^E) causes occupants to leave
- the transport but remain in the same cell.
-
- Scores are now recorded and read back from a scorefile.
-
- The X11 interface includes commands "side" and "unit" that display
- closeups of sides and units, respectively, the command line allows
- multiple -L locations to look for modules
-
- The Mac interface now displays elevations using contour lines, the
- command dialog is longer modal, and closeup info about the selected
- unit appears at the top of each map window.
-
- The mplayer AI is smarter in various ways.
-
- The library now includes "time", a game of technological development
- a la Civilization; and "omaha", the Omaha Beach landings in Normandy,
- using the ww2-bn module.
-
- In the standard game, aircraft now have no stacking limits, all unit
- types get 1 free movement point, damaged ships move more slowly, towns
- near roads get their own spur roads connecting.
-
- Many of the library games have been improved.
-
- GDL now includes the following new constructs (see the manual for details
- of how they work):
- Tables: counterattack, countercapture, fire-hit-chance, fire-damage,
- fire-attack-terrain-effect, fire-defend-terrain-effect
- Global variables: edge-road-density, initial-date-max, initial-date-min.
- Unit type properties: road-to-edge-change, spur-chance, spur-range.
- Side properties: material-view, temperature-view, etc.
- Image/image family properties: notes.
-
- GDL's "print" form works in all interfaces now.
-
- Many many bug fixes and minor enhancements.
-
- *** 7.0.1
-
- The Mac interface now includes a preference for whether to dump the
- game statistics into a file.
-
- Keyboard direction commands for the Mac and X11 interfaces now work for
- attack as well as for movement.
-
- The library now include Chris Christensen's "insects" game. It's kind of
- silly, and still needs some design work to use more version 7 features,
- but is worth trying out.
-
- The "starwars" game now has various improvements and fixes, including
- the ability of Death Stars to detonate planets, and its associated
- "planets" module is larger, with many small planets.
-
- Several bugs noted in 7.0.0 have been fixed.
-
- *** 7.0
-
- Xconq 7.0 is a comprehensive rewrite and expansion of Xconq 5.5.
- Nearly every part of the program and its game library has been changed
- in some way.
-
- Xconq now includes a Mac interface. This is a full-featured interface
- that works on nearly any Mac, both b/w and color, large screen and small.
-
- The X11 interface now uses Xaw/Xt to provide more interface
- functionality, such as buttons for common operations, popups for view
- controls, designing, and printing, and a panner to get to a particular
- part of the world more quickly. Each player may now have multiple map
- windows. Maps zoom in and out, from 1x1 to 128x128 pixels per hex.
- The interface can display color images for terrain, units, and sides.
-
- The curses interface now includes status lines and adjustable panes.
-
- There is now support for printing maps using PostScript(tm).
-
- The numbers of unit, terrain, and material (used to be "resource")
- types may now range up to 126. The number of sides may be up to 30.
-
- Terrain may now be "borders" (such as rivers), "connections" (such as
- roads), and "coatings" (such as snow).
-
- The world may now be a hexagon as well as a cylinder. It may include
- elevations, temperatures, wind, clouds, named geographical features,
- people, and materials for each hex (now called "cell").
-
- Units may now get combat experience, they can be incomplete (meaning
- that construction may start on a unit, halt, then resume later where
- it left off), they can have an altitude, they have tooling (affects
- startup time for construction), and they can be of varying size.
-
- Multiple units may stack in a single cell.
-
- Unit abilities are now defined by the "actions" that they can perform.
- Previously, the actions were to move, build, disband, and attack; 7.0
- also includes adding and removing terrain, research, change of unit
- type, material production and transfer, detaching and merging
- multi-part units, ranged fire, and detonation as actions.
-
- The combat model is more sophisticated, now including the possibility
- for stack and occupants to protect a defender, for retreat, and for
- variable damage from a single hit.
-
- Units now have plans that include multiple goals and a task agenda.
- Tasks track successes and failures of actions, choosing actions as
- needed to complete successfully.
-
- Sides may have a "tech level" that governs usage and construction of
- unit types, they may be in "classes" that restrict which types of
- units they can own, may control other sides, and have an emblem to be
- used for display.
-
- Games may include a day/night cycle and associated effects.
-
- Games may include a seasonal cycle and associated effects.
-
- Random game synthesis methods now include maze generation, country
- expansion, river and road generation, and grammar-based unit and
- feature name synthesis.
-
- Games may now have variants that are chosen at game setup time.
-
- The AI machinery now supports any number of different types of AIs.
-
- The generic AI "mplayer" has been rewritten; it now uses an explicit
- strategy based on division of the world into theaters, and relies on the
- new plan and task mechanisms to improve individual unit behavior.
-
- The game library now has many new games, including a tactical-level
- panzer game, detailed battalion-, division-, and strategic-level WWII
- games, Tolkien-inspired fantasy games, a Russian Revolution game, a
- Roman Empire game, and an Age of Discovery game with a Magellan scenario.
-
- The period/map/scenario file structure is gone, replaced by a Game
- Design Language (GDL). GDL looks like Lisp, but is still a
- declarative language oriented towards for defining the types, tables,
- and other objects in a game. Lisp syntax supplies power, flexibility,
- and a degree of standardization, while the declarative nature of the
- language means that the game designer can still concentrate on
- defining properties rather than writing code. Also, since all files
- are in the same language and modules can include each other, game
- designers can build designs by including an existing game and
- modifying it, rather than by defining a totally new game.
-
- There are now over 160 tables available to the game designer, over 100
- unit type properties and over 60 global variables as well. The designer
- now has control over nearly every detail of a game.
-
- Memory allocation is almost entirely on an as-needed basis, so Xconq's
- memory usage starts at around 100K and goes up only with the size and
- complexity of the game.
-
- The source code is more portable, both to Unix and non-Unix systems.
- It is also fully prototyped and ANSI-compatible.
-