Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!sun-barr!newstop!exodus!arthur.Eng.Sun.COM!djenner From: djenner@arthur.Eng.Sun.COM (Doug Jenner) Newsgroups: comp.sources.games.bugs Subject: Re: Xconq questions Keywords: options Message-ID: <15185@exodus.Eng.Sun.COM> Date: 14 Jun 91 17:01:20 GMT References: Sender: news@exodus.Eng.Sun.COM Organization: Sun Microsystems, Mt. View, Ca. Lines: 73 In article zamick@remus.rutgers.edu (Zamick) writes: > > >Hey everyone, > [deleted for brevity] > >Has anyone been able to set siege up to work? (Siege occurs when a >city is surrounded on all sides by opposing armies.) And is it even >possible to modify xconq to either disband conquering and base >building troops or to force them into permanent garrison (not sentry)? > ) Siege: Yes, it does work. The main two things is that all six of the siegeing need to have a chance (even if only 1%) to capture the besieged unit, and they all must have the necessary materials to attack (ammo or whatever.) Included below are the relevant lines from my "Gondor" period, an xconq implementation of SPIs game "Gondor", from the "War of the Ring" flat pack. 8< --- Valuable Coupon - Clip and Save! --- 8< ; [ most of the period deleted for brevity ] 50 [ S C R ] movers capture ; every mover can capture Siege Towers, Catapults, and Rams 50% of the ; time. [ 1 2 1 ] [ ! # @ ] T capture [ 1 2 1 ] [ ! # @ ] a capture [ 1 2 1 ] [ ! # @ ] A capture [ 1 2 1 ] [ ! # @ ] i capture [ 1 2 1 ] [ ! # @ ] c capture ; notice Trolls, archers, Horse-archers, infantry, and cavalry can ; all capture towers, gates, and citadels by just being adjacent... ; but only very rarely. The main reason they need the capture chance ; above 0 is to facillitate siege. 10 [ # ! @ ] surrender ; The gate, tower, and citadel also need a positive chance for surrender, ; since siege is merely a special case surrender. 5000 [ # ! @ ] siege ; A gate, tower, or citadel will fall to a siege 50% of the time. begin{notes} [ notes deleted for brevity ] To capture a defensive posistion, make sure you COMPLETELY surround it with units that have an attack value (most do,) and make sure you have a leader around to give them orders. A unit out of command can only attack once (they must have really limited memories, and can only remember one order...) [ note: the above applies to the resource "orders" created by leaders ] A fortress or citadel acts as a leader, stockpiling orders to pass out, so units in the city are almost always in command. Units can surround a fortress by playing three ladders around the fortress on the wall, then sending in three units to block the fortress inside the city. Finally, three more units occupy the ladders. The fortress should fall in a turn or so. end{notes} 8< --- Valuable Coupon - Clip and Save! --- 8< ) Permanent garrison: Yes. Examine the walter bright emulation period distributed with 5.0. It relies on the period definition for "guard" as in the following: 1 @ A guard ; use up the capturing army ; require 1 hit point of army to guard a city (effectively removing ; the army from the game.) Your idea of garrisoning built bases is not implemented, however. D. -- _Doug Jenner_ Model: Homo Sapiens, version 0.25, Alpha release djenner@sun.com The above views are those of the author, and not necessarily those of Sun Microsystems, Inc. 'Though I haven't really asked them about it.