Path: utzoo!mnetor!uunet!husc6!rutgers!mtunx!whuts!homxb!homxc!smile From: smile@homxc.UUCP (E.BARLOW) Newsgroups: comp.sources.games.bugs Subject: Re: Abusing the rules in Conquer Message-ID: <2015@homxc.UUCP> Date: 26 Apr 88 13:03:35 GMT References: <379@nancy.UUCP> <11274@shemp.CS.UCLA.EDU> <1952@homxc.UUCP> <10204@stb.UUCP> Organization: AT&T Bell Laboratories, Holmdel Lines: 29 Summary: response > You miss my point. Conquest will let you have a million people mining a sector > they will still grow at 10% and the mine will not run out. > > There should be a limit to the amount of space a sector can hold. A non-city > should not support as many people as a city. A mine should eventually run > out--slowly, dropping from 9 to 8 to 7 .... to 1 to 0. A farmland might > runout eventually, if you don't rotate crops. Etc. I guess I just dont think it is that big a deal... It took me few lines of code to fix. if(pop>POPTHRESH) divisor=2; else divisor=1; -> then divide all production and repro in the sector by the divisor. Also added a fix to have stuff run out (another few lines). I never claimed that conquer was in a final form.... and who plays by points anyway (I never have... I play to kill npc's and pc's...). I have added/changed so much in the past few months that this is viewed by me as a low priority MR, not a fatal one. But look for this fix in the next version (its done... I just need to playtest it... Any volunteers). The Ed PS. I have carved up the NPC routines to permit utilization of npc strategies, but cant think of what these strategies should be... Need something general, but with enough oomph to be specificly implemented. (ie. Stragegy Aggressive: take as much land as possible in the beginning, and then go after any nations of a specific race in a JIHAD. Take land with people of the same race to fuel this aggression...) after