pkgsrc/games/xconq/PLIST

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@comment $NetBSD: PLIST,v 1.5 2006/04/04 14:45:44 jlam Exp $
bin/imf2x
bin/x2imf
bin/xconq
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
bin/ximfapp
info/hacking.info
info/xcdesign.info
info/xconq.info
man/man6/xconq.6
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/images/advt24x26.gif
share/xconq/images/advt32x32.gif
share/xconq/images/advt44x48.gif
share/xconq/images/ancient.gif
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/images/animals32.gif
share/xconq/images/beach44x48.gif
share/xconq/images/civmisc.gif
share/xconq/images/civt44x48.gif
share/xconq/images/cliff44x48.gif
share/xconq/images/dirt24x26.gif
share/xconq/images/dirt44x48.gif
share/xconq/images/dwellings32.gif
share/xconq/images/eur44x48.gif
share/xconq/images/flags16x16.gif
share/xconq/images/flags8x8.gif
share/xconq/images/heroes.gif
share/xconq/images/monsters.gif
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/images/river24x26.gif
share/xconq/images/river44x48.gif
share/xconq/images/river88x96.gif
share/xconq/images/riverc24x26.gif
share/xconq/images/riverc44x48.gif
share/xconq/images/road24x26.gif
share/xconq/images/road44x48.gif
share/xconq/images/road48x33i.gif
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/images/rr24x26.gif
share/xconq/images/rr44x48.gif
share/xconq/images/sea.gif
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/images/settlers.gif
share/xconq/images/splash.gif
share/xconq/images/stdt24x26.gif
share/xconq/images/stdt44x48.gif
share/xconq/images/stdt48x33i.gif
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/images/stdta88x96.gif
share/xconq/images/stdtb88x96.gif
share/xconq/images/tran24x26.gif
share/xconq/images/tran44x48.gif
share/xconq/images/tran88x96.gif
share/xconq/images/trident.gif
share/xconq/imfapp.tcl
share/xconq/lib/1756.g
share/xconq/lib/1757.g
share/xconq/lib/1805.g
share/xconq/lib/3rd-age.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/advances.g
share/xconq/lib/advterr.g
share/xconq/lib/africa-1850.g
share/xconq/lib/africa.g
share/xconq/lib/aircraft.imf
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/anc-near-east.g
share/xconq/lib/ancient.g
share/xconq/lib/ancient.imf
share/xconq/lib/animals.imf
share/xconq/lib/arms.imf
share/xconq/lib/beirut.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/blasts.imf
share/xconq/lib/cave.g
share/xconq/lib/cherbourg.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/civ2.g
share/xconq/lib/classic.g
share/xconq/lib/cobra.g
share/xconq/lib/colors.imf
share/xconq/lib/coral-sea-th.g
share/xconq/lib/coral-sea.g
share/xconq/lib/crater-lake.g
share/xconq/lib/duel.g
share/xconq/lib/dwellings.imf
share/xconq/lib/earth-1deg.g
share/xconq/lib/earth-2deg.g
share/xconq/lib/earth-50km.g
share/xconq/lib/emblems.imf
share/xconq/lib/empire.g
share/xconq/lib/eur-100km.g
share/xconq/lib/eur-50km.g
share/xconq/lib/fantasy.g
share/xconq/lib/fantasy.imf
share/xconq/lib/feb-1917.g
share/xconq/lib/flags.imf
share/xconq/lib/flattop.g
share/xconq/lib/fred.g
share/xconq/lib/future.g
share/xconq/lib/galaxy.g
share/xconq/lib/galaxy2.g
share/xconq/lib/game.dir
share/xconq/lib/gazala.g
share/xconq/lib/gettysburg.g
share/xconq/lib/greek.g
share/xconq/lib/hill.g
share/xconq/lib/imf.dir
share/xconq/lib/insects.g
share/xconq/lib/insects.imf
share/xconq/lib/intro.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/lhs.g
share/xconq/lib/lhsunit.g
share/xconq/lib/lord-rings.g
share/xconq/lib/magellan.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/magnuszew.g
share/xconq/lib/mars.g
share/xconq/lib/metz-1944.g
share/xconq/lib/midway.g
share/xconq/lib/milsym.imf
share/xconq/lib/misc.imf
share/xconq/lib/mod-usa.g
share/xconq/lib/mod-world.g
share/xconq/lib/modern.g
share/xconq/lib/monster.g
share/xconq/lib/mormon.g
share/xconq/lib/napoleon.g
share/xconq/lib/nat-names.g
share/xconq/lib/neurope.g
share/xconq/lib/news.txt
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/ng-african.g
share/xconq/lib/ng-american.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/ng-asian.g
share/xconq/lib/ng-chinese.g
share/xconq/lib/ng-english.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/ng-european.g
share/xconq/lib/ng-features.g
share/xconq/lib/ng-german.g
share/xconq/lib/ng-italian.g
share/xconq/lib/ng-japanese.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/ng-misc.g
share/xconq/lib/ng-nickname.g
share/xconq/lib/ng-ships.g
share/xconq/lib/ng-swedish.g
share/xconq/lib/ng-weird.g
share/xconq/lib/normandy.g
share/xconq/lib/nw-europe.g
share/xconq/lib/objects.imf
share/xconq/lib/old-empire.g
share/xconq/lib/omaha.g
share/xconq/lib/p-e1-1938.g
share/xconq/lib/panzer.g
share/xconq/lib/pearl.g
share/xconq/lib/pelops.g
share/xconq/lib/people.imf
share/xconq/lib/places.imf
share/xconq/lib/postmodern.g
share/xconq/lib/quest.g
share/xconq/lib/red-october.g
share/xconq/lib/rom-civ-war.g
share/xconq/lib/roman.g
share/xconq/lib/russian-rev.g
share/xconq/lib/sf.imf
share/xconq/lib/ships.imf
share/xconq/lib/simple.g
share/xconq/lib/space.g
share/xconq/lib/standard.g
share/xconq/lib/standard.imf
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/std-s.imf
share/xconq/lib/stdterr.g
share/xconq/lib/stdunit.g
share/xconq/lib/steppes.g
share/xconq/lib/t-africa.g
share/xconq/lib/t-cent-eur.g
share/xconq/lib/t-e1-river.g
share/xconq/lib/t-e50-river.g
share/xconq/lib/t-eastmed.g
share/xconq/lib/t-midearth.g
Update xconq to 7.3.3; changes since release 7.2.2 include: *** 7.3.3 Fix pathnames to tcl/tk libraries. Fix Mac bugs: 1-bit images, loading of emblems from saved games, large map handling, removed variants. Add better solid colors in advterr.g. *** 7.3.2 Fix crash with no-indepside games on Unix. Add terrain images for advances.g. *** 7.3.1 In Unix/Windows player setup, make separate buttons to add/remove indepside AI and to configure indepside behavior. Add --enable-alternate-scoresdir configure option. Update config.guess and config.sub. *** 7.3.0 This release accumulates over two years of changes throughout the program. In general, the emphasis has been on improving the program's usability, making the AI smarter, improving existing games, and extending to Civ-type games, rather than adding random new games to the library. The Unix user interface has been rewritten to use tcl/tk. It includes a full set of menus, resizeable panes in the map windows, buttons for common operations, a mouseover display, and many additional map display options. There is also a full set of dialogs for setting up a game, plus a chat window to facilitate setting up networked games. There is now a port to Windows, using the tcl/tk-based interface, which means no more requirement to run an X server. The Windows port still has bugs though. The Mac interface now has floating windows for most auxiliary windows, city and research dialogs, and more display controls, including player controls over most colors and imagery used. Selected units can now blink rather than being surrounded with a box. Unix networking support now allows for more than two players in a game, and the game setup dialogs are synchronized, so for instance clicking on a variant checkbox causes all players' checkboxes to change. Hans Ronne added the game "Ancient Near East" (anc-near-east.g), similar to Civilization but with more detail, such as different kinds of wheat to discover. The included map of the Near East is spectacularly large and detailed. A Civilization II emulation (civ2.g) has been added. The game works, but happiness is not implemented, most of the city improvements have no effect, nor do the Wonders. Linn Stanton added an extended version of the standard game (lhs.g) that includes radar, artillery, aaa, engineers, mines, and minefields. Many new graphic images are available, particularly for terrain. Xconq can load images directly from image files in standard formats (although only GIF is available at present). Players in the standard game get towns with names appropriate to their chosen nationalities. It is now possible to play independent units as if they were a regular side, and (more usefully), it's possible to have an AI run the independent units. Watch out for the marauding barbarians! A second AI type, the "iplayer", is available. It is a minimal AI that does basic tactical planning for individual units, but does not attempt to coordinate them. A set of commands, agreement-draft etc, are available for setting up agreements. (Agreement support is still incomplete though.) New commands: "c-rate" sets conversion rates for materials (division of trade into science/shields/luxuries in Civ, for instance). "collect" sets up a task to collect materials from terrain. "research" sets per-side research into advances. There is a new GDL type "advance", to represent scientific or technological advances. Game designers can lay out a whole technology tree, and either units or whole sides may do research to achieve advances. To allow "research" to apply to advances, the existing research activity to develop tech levels has been renamed to "development". Its characteristics remain the same however. The "extract" action is available for units to get materials directly from terrain. A game design can include "advanced" units that are like Civ cities; they are variable-sized, and can collect materials from the surrounding terrain. GDL includes many more variables, type properties, and tables. Some of the more notable additions include: global "combat-model", to choose algorithm for combat resolution global "indepside-has-ai", to control indepside use of AI. global "country-border-color" etc, to control colors used by interfaces side property "treasury", tables "gives-to-treasury" and "takes-from-treasury", to accumulate materials for the side as a whole table "advance-needed-to-build", to define how the technology tree enables the construction of unit types table "terrain-density", to add random variation to synthesized terrain tables "unit-consumption-to-grow", "size-limit-without-advance", and "side-limit-without-occupant", to regulate the growth of advanced units (cities) table "cellwide-protection-for", that controls protection for all units in a cell unit type properties "attack" and "defend", to define generic attack/defense strengths unit type property "advanced", to define advanced units unit type properties "advanced-auto-construct" and "advanced-auto-research", to automate the activities of advanced units unit type property "ai-tactical-range", to control the area of awareness for a unit's tactical decisions Sami Perttu contributed a supply system model; see doc/README.supply for more detail on how to use in game designs. The tcl/tk port includes experimental support for isometric display, but this needs more work, and so is turned off by default. (See the top of tcltk/tkconq.tcl to see how to enable.) The Unix port uses autoconf for configuration. Xconq now conforms better to FHS; library files reside in /usr/local/share/xconq, while score files live in /var/lib/xconq/scores. Many many bug fixes and smaller cleanups.
2000-08-31 09:26:23 +02:00
share/xconq/lib/t-near-east.g
share/xconq/lib/t-normandy.g
share/xconq/lib/t-nw-eur.g
share/xconq/lib/t-pacific.g
share/xconq/lib/t-roman.g
share/xconq/lib/t-russia.g
share/xconq/lib/tailhook.g
share/xconq/lib/tank.g
share/xconq/lib/tanks.imf
share/xconq/lib/terrain.imf
share/xconq/lib/time.g
share/xconq/lib/tokyo.g
share/xconq/lib/town-names.g
share/xconq/lib/u-e1-1938.g
share/xconq/lib/u-e1-1998.g
share/xconq/lib/u-e50-1998.g
share/xconq/lib/u-greek.g
share/xconq/lib/u-normandy.g
share/xconq/lib/u-rus-1910.g
share/xconq/lib/vehicles.imf
share/xconq/lib/voyages.g
share/xconq/lib/weapons.imf
share/xconq/lib/wizard.g
share/xconq/lib/wizard.imf
share/xconq/lib/ww2-38.g
share/xconq/lib/ww2-39.g
share/xconq/lib/ww2-42.g
share/xconq/lib/ww2-adv.g
share/xconq/lib/ww2-bn.g
share/xconq/lib/ww2-div-eur.g
share/xconq/lib/ww2-div-pac.g
share/xconq/lib/ww2-eur-42.g
share/xconq/lib/ww2-pac-41.g
share/xconq/lib/ww2-sides.g
share/xconq/lib/ww2s-42.g
share/xconq/lib/ww2s-eur-42.g
share/xconq/lib/ww2s-pac-41.g
share/xconq/tkconq.tcl
@dirrm share/xconq/lib
@dirrm share/xconq/images
@dirrm share/xconq