<HTML> <HEAD> <!-- This HTML file has been created by texi2html 1.39 from ./xcdesign.texi on 12 June 2005 --> <TITLE>Designing Games with Xconq - Unit Manipulation</TITLE> </HEAD> <BODY> Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_13.html">previous</A>, <A HREF="xcdesign_15.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>. <HR> <H2><A NAME="SEC57" HREF="xcdesign_toc.html#SEC57">Unit Manipulation</A></H2> <P> The actions in this group are a mixed bag of manipulations. If they need to be in your game, then the need will be obvious, otherwise they are pretty much optional. </P> <UL> <LI><A HREF="xcdesign_14.html#SEC58">Transferring Unit Parts Action</A> <LI><A HREF="xcdesign_14.html#SEC59">Changing Side</A> <LI><A HREF="xcdesign_14.html#SEC60">Changing Type</A> <LI><A HREF="xcdesign_14.html#SEC61">Disbanding</A> </UL> <H3><A NAME="SEC58" HREF="xcdesign_toc.html#SEC58">Transferring Unit Parts Action</A></H3> <P> Any unit whose <CODE>parts-max</CODE> is greater than the default of 1 is a multi-part unit, and its hp denotes size rather than amount of damage. Armies and fleets are two kinds of units which can be usefully defined as multi-part. </P> <P> Players will very often want to merge or detach parts of a multi-part unit, and there is an action <CODE>transfer-part</CODE> provided for that. You can control the cost of the action by setting <CODE>acp-to-transfer-part</CODE>. </P> <H3><A NAME="SEC59" HREF="xcdesign_toc.html#SEC59">Changing Side</A></H3> <P> Side changing is like capturing, but players can only do it to units that they control. The action is <CODE>change-side</CODE>, and you enable by setting <CODE>acp-to-change-side</CODE> to 1 or more. This will also enable side changing for units that cannot normally act. </P> <P> Side changing is especially useful for alliances in multi-player games, so it should usually be enabled. On the other hand, it should not be too cheap; you should consider what side changing really means in the game's context. </P> <P> For instance, even in the close British/American alliance during WWII, armies never actually changed sides; British ground units were always British, and American ground units always American. On the other hand, ships and bases could be traded back and forth with only a cost in time and expense. </P> <H3><A NAME="SEC60" HREF="xcdesign_toc.html#SEC60">Changing Type</A></H3> <P> In some games, it will be useful to have a notion of promotion or upgrade for units. You can implement this by allowing players to do a <CODE>change-type</CODE> action. </P> <P> You enable this via the <CODE>acp-to-change-type</CODE> table. </P> <H3><A NAME="SEC61" HREF="xcdesign_toc.html#SEC61">Disbanding</A></H3> <P> Sometimes a player will want to get rid of a unit, perhaps because some type has been overproduced and is tying up valuable resources, or to prevent it from falling into enemy hands. </P> <P> You can allow this by setting <CODE>acp-to-disband</CODE> to 1 or more. </P> <P> You can control the rate of disbanding with <CODE>hp-per-disband</CODE>. You may, for instance, want to allow the deliberate destruction of large units, such as battleships, but you don't necessarily want disbanding to be a convenient way of preventing their capture. Setting <CODE>hp-to-disband</CODE> so as to require several turns to get rid of a unit will accomplish this. The table <CODE>supply-per-disband</CODE> will allow you to govern the rate of recovery of the unit's supplies during the disbanding process. </P> <P> It is also possible to make disbanding a way to recover materials that were consumed in the construction of the unit, by using the table <CODE>recycleable-material</CODE>. Care should be taken that creation and disbanding of units is not a convenient way to manufacture lots of a material; players <I>will</I> use the loophole if it exists! </P> <P> It should usually not be possible to disband something large like a city, otherwise a clever player might try to eliminate it as a strategic target, but most mobile units should be easily disbanded. This is especially helpful in an "construction spiral" game, where the winning player(s) can accumulate large numbers of useless units. </P> <HR> Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_13.html">previous</A>, <A HREF="xcdesign_15.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>. </BODY> </HTML>