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Length: 2808 (0xaf8) Types: TextFile Names: »empire.per«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/X/Xconq/lib/empire.per«
Xconq 0 -+---- Empire-like period Period 0 "empirical" period-name "A" "army" "" utype "F" "fighter" "" utype "D" "destroyer" "" utype "S" "submarine" "" utype "T" "troop transport" "" utype "R" "cruiser" "" utype "C" "carrier" "" utype "B" "battleship" "" utype "@" "city" "" utype "f" "avgas" "" rtype ; used only to constrain fighter range "." "sea" "sky blue" ttype "+" "land" "green" ttype land default-terrain ; for compatibility with other maps [ 0 70 ] t* min-alt [ 70 100 ] t* max-alt [ 0 0 ] t* min-wet [ 100 100 ] t* max-wet 90 alt-roughness ; bitmaps are all 16x16. "soldiers" A icon-name "jets" F icon-name "dd" D icon-name "sub" S icon-name "ap" T icon-name "bb" R icon-name "cv" C icon-name "bb" B icon-name "city20" @ icon-name [ D S T R C B ] "ship" define 1 @ in-country 100 @ density true @ named 100 land @ favored @ first-unit true @ already-seen [ 5 10 20 30 25 50 60 75 0 ] u* @ make true @ maker ; very important! 20 u* startup ; why does original empire doc list out the numbers? 1 ship @ repair [ 1 4 ] [ A F ] speed 2 ship speed 0 land A moves 0 t* F moves 0 sea ship moves 2 A @ capacity ; must have capacity for units being built 100 F @ capacity ; essentially infinite? 100 ship @ capacity 6 A T capacity 8 F C capacity 4 u* F enter-time [ 1 1 3 3 2 8 8 12 1 ] u* hp [ 0 0 2 2 1 4 4 6 0 ] u* crippled 50 u* u* hit ; differing odds reflected by hp I guess... 0 @ u* hit ; cities not treated like other units 0 u* @ hit 1 u* u* damage 3 ship S damage ; subs hit only ships harder 50 @ A capture ; note that armies capture cities without hitting them 1 @ A guard ; use up the capturing army "shoots down" F destroy-message "sinks" ship destroy-message ;; Model limited fighter range. Carriers and cities should have essentially ;; infinite fuel supply. 20 avgas F storage 1 avgas F to-move 4 avgas F consume 5000 avgas [ C @ ] storage 5000 avgas @ produce 100 land @ productivity 100 sea C productivity "runs out of fuel and crashes" F starve-message 1 @ territory ; need this so machine player goes after right stuff true @ neutral begin{notes} Of course, this will not be exactly like empire - for one thing, xconq maps are in hexes and not in squares! However, we can reproduce the characteristics of the playing pieces fairly well. The chief defects are that combat is always mutual, rather than one-side-at-a-time hits, and that cities must have capacity for armies. In the latter case, this period fixes an annoying defect of the original empire game! Also, some of the messages are a little weird. There is also an imbalance in that ships defeating armies don't run aground, so they are more useful than in the original. end{notes} end