Sophie

Sophie

distrib > Mandriva > 2010.0 > i586 > media > contrib-release > by-pkgid > 74fbd0eb33bb08f719b79951bc4e329e > files > 60

xconq-7.5.0-1.20050612.5mdv2009.1.i586.rpm

<HTML>
<HEAD>
<!-- This HTML file has been created by texi2html 1.39
     from ./xcdesign.texi on 12 June 2005 -->

<TITLE>Designing Games with Xconq - Material Manipulation</TITLE>
</HEAD>
<BODY>
Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_14.html">previous</A>, <A HREF="xcdesign_16.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>.
<HR>


<H2><A NAME="SEC62" HREF="xcdesign_toc.html#SEC62">Material Manipulation</A></H2>

<P>
You can allow players to produce materials by explicit action,
and you can control how they transfer materials between units.

</P>
<P>
Note that you can usually have a reasonable game without requiring
all the players to become shipping clerks.  The automated production
and transfer parameters (see xxx) are almost always sufficient for
a game.  Explicit action should be limited to games where material
limitations are so severe that they impact strategy directly,
and players have to make hard choices between producing materials
and doing other actions, on a turn-by-turn basis.

</P>
<P>
You can define "stevedore" units by setting both rate and acp such that
the u1 -&#62; stevedore -&#62; u2 transfer is faster and cheaper
than the basic u1 -&#62; u2 rate.
Then players can use the stevedores to speed up transfers.

</P>
<HR>
Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_14.html">previous</A>, <A HREF="xcdesign_16.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>.
</BODY>
</HTML>