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

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<TITLE>Designing Games with Xconq - Setup Postprocessing</TITLE>
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<H2><A NAME="SEC233" HREF="xcdesign_toc.html#SEC233">Setup Postprocessing</A></H2>

<P>
Some initialization steps will be done after all synthesis methods
have been run.  <I>Xconq</I> will always do these.

</P>

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<LI><A HREF="xcdesign_48.html#SEC234">Initial View</A>
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<H3><A NAME="SEC234" HREF="xcdesign_toc.html#SEC234">Initial View</A></H3>

<P>
By default, each side starts out knowing only what its units can
normally see at the beginning of the first turn.  These parameters add
to that initial view.

</P>
<P>
<U>GlobalVariable:</U> <B><CODE>terrain-seen</CODE></B> <I>t/f</I><P>
<A NAME="IDX604"></A>
This variable is <CODE>true</CODE> if all the terrain of the world is known
initially.  Defaults to <CODE>false</CODE>.

</P>
<P>
<U>UnitTypeProperty:</U> <B><CODE>initial-seen-radius</CODE></B> <I>dist</I><P>
<A NAME="IDX605"></A>
This property specifies the radius of the area seen around each of the
starting units.  It computes visibility of terrain (cells and borders)
only.  Defaults to <CODE>1</CODE> (which is a no-op if the unit's
<CODE>vision-range</CODE> is greater than or equal to 1).

</P>
<P>
<U>UnitTypeProperty:</U> <B><CODE>already-seen</CODE></B> <I>n%</I><P>
<A NAME="IDX606"></A>
This property is the chance to see units of this type at the beginning
of the game.  This applies only to units belonging to another side, and
on known terrain.  The effect is one-time, so if an <CODE>already-seen</CODE>
unit changes sides later on, other players will not see the change
unless they have the unit under observation for themselves.  Note that
<CODE>see-always</CODE> implies <CODE>already-seen</CODE>.

</P>
<P>
<U>UnitTypeProperty:</U> <B><CODE>already-seen-independent</CODE></B> <I>n%</I><P>
<A NAME="IDX607"></A>
This property is like <CODE>already-seen</CODE>, but applies to independent
units specifically.

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