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Re: manual bashing & lost-vanish-chance...
- To: Xconq 7 Mailing List <xconq7@cygnus.com>
- Subject: Re: manual bashing & lost-vanish-chance...
- From: bob@fla.fujitsu.com (Bob Carragher)
- Date: Thu, 09 Apr 1998 14:25:06 -0700
- Reply-To: bob@fla.fujitsu.com (Bob Carragher)
Hello!
I thought I'd de-lurk for a moment to make a small comment
regarding the manual.
Nothing is "self-explanatory" or "obvious" when it
comes to complicated systems like x-conq. There
were a few game design options in one of the older,
5.x xconqs that I never understood, although they
were essentially tagged as "self-explanatory."
Please, for those of us who are slow and/or not up
to speed on these kinds of sophisticated games,
define all options, and if possible provide examples.
Sometimes, there are assumptions assumed or intentions
intended that are not known to many of us, and we will
miss out on these subtle points.
For example, the four names you listed below (lost-*-chance)
refer, I believe, to what happens to units when a side loses
(maybe I'm wrong, and this is an example of something that
is not, to me anyway, "self-explanatory"), but could also
refer to random events. E.g. "lost-revolt-chance" could
refer to occupant units revolting if a city is lost.
I know I for one would very, very greatly appreciate such an
effort in the manual design!!!
Thanks!
Now, back to lurking ....
Bob
------------Included Message------------
From: Massimo Campostrini <campo@mailbox.difi.unipi.it>
To: Xconq 7 Mailing List <xconq7@cygnus.com>
Date: 07 Apr 1998 14:23:23 +0200
Subject: manual bashing & lost-vanish-chance...
The xcdesign manual needs some debugging.
Please, everybody, bash hard on the manual; I got this just by
grepping for '???', so probably there is a lot to be fixed.
The node "Game End" is mostly broken.
The names (lost-revolt-chance, lost-surrender-chance,
lost-vanish-chance, lost-wreck-chance) are self-explanatory, but what
are the defaults? In which order are they applied? What happens if
all four fail? "disband" maybe.
BTW, is the stuff described here implemented? If it is, many
games could be fixed, including "standard", by e.g.
(add places lost-vanish-chance 0)
I suppose that lost-vanish-chance defaults to 100.00 and is applied
first.
node "Designing with X11 Xconq":
"Install the resource file... in the proper directory [???]"
is probably not illuminating, and hopefully the resource files will
have been auto-installed.
node "Basic Vision": explain see-mistake-chance and looks-like
node "Material Transfer Action": missing xref to backdrop economy
node "Combat Actions": describe tp-damage
node "Capture Action": describe see-terrain-if-captured,
see-others-if-captured
Ciao
Massimo
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