<HTML> <HEAD> <!-- This HTML file has been created by texi2html 1.39 from ./xcdesign.texi on 12 June 2005 --> <TITLE>Designing Games with Xconq - Terrain Manipulation</TITLE> </HEAD> <BODY> Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_15.html">previous</A>, <A HREF="xcdesign_17.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>. <HR> <H2><A NAME="SEC63" HREF="xcdesign_toc.html#SEC63">Terrain Manipulation</A></H2> <P> In a few games, you will want to let players alter the terrain. This needs to be done judiciously, since a cell of terrain generally represents a vast area, and the simulated time in <I>Xconq</I> is generally too short for major terraforming operations. However, building bridges and digging moats can be reasonable additions to a game. </P> <P> Since actions are always completed quickly, and there is no concept of "partly modified terrain", you will probably have to come up with a trick to make terrain modification be slow. One way is make the acp (or material?) cost very high. Another way is to make the alteration happen by removing a material, such as clearcutting a forest, then letting the action make the actual change to clear terrain. </P> <HR> Go to the <A HREF="xcdesign_1.html">first</A>, <A HREF="xcdesign_15.html">previous</A>, <A HREF="xcdesign_17.html">next</A>, <A HREF="xcdesign_61.html">last</A> section, <A HREF="xcdesign_toc.html">table of contents</A>. </BODY> </HTML>