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Xconq

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Programming Languages: C++, C

License: GNU General Public License (GPL)

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browse code, statistics, last commit on 2007-04-08 cvs -d:pserver:anonymous@xconq.cvs.sourceforge.net:/cvsroot/xconq login

cvs -z3 -d:pserver:anonymous@xconq.cvs.sourceforge.net:/cvsroot/xconq co -P modulename

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  • Sound for XConq in Windows (Xp)?

    Hi, I'm interested in tactical wargames in Napoleonic epoch and trying to discover some software to develop battles of this period I've read recently the game designer manual for XConq, found it very interesting, but I only found the sound design question for MacUsers. I suppose that sound effect or music to design actions in modules for Windows is available... could someone help me about this...

    2009-09-05 07:33:49 UTC by centaur68

  • Followup: RE: changing resupply doctrine for unit?

    Xconq contains a ridiculous number of features that don't work as intended, many of which are only partially implemented or do absolutely nothing. I'm pretty sure the doctrine code is one of those features. I'm also pretty sure that the only way to get fighters (or any other units that require frequent refueling) to the front lines is to move them there manually, stopping them at refueling...

    2009-03-02 23:54:10 UTC by lmpeters

  • changing resupply doctrine for unit?

    I've recently discovered xconq after many years withdrawal from Empire and Imperium. Thanks for the great game engine! I've got a couple issues with the standard game I can't seem to figure out. The main one causing head scratching now is that I've got some fighter paths/orders set up so they try to auto-fly from the back line cities to the front line (by setting "orders"), but...

    2009-02-04 01:11:22 UTC by rock808

  • Followup: RE: Welcome to Open Discussion

    Jeff - I believe your observation about the level of project activity is correct. I certainly haven't been doing anything on it in the past few years. The state of the documentation is not very good at present. Before I got burnt out, I was restructuring the code and improving the internal documentation and API documentation as I went. Documentation is just one of the many areas that this...

    2008-12-30 16:00:12 UTC by eric_mcdonald

  • Followup: RE: Welcome to Open Discussion

    It would do hackers a LOT of good if there was some kind or road map for the source code. When I was in college, I was taught to prepare a README file that listed the names and contents of the various source files. Mind you, I haven't seen a lot of activity on this list, so I'm going to assume that no one is currently (around New Year's Day of 2009) actively working on this project. If...

    2008-12-29 20:53:07 UTC by cpu-write

  • Enable development of units by human players

    When a human player requests construction of a unit requiring development of technology (with the "P" command), actually push a develop task. When the develop task is completed, the maker will not automatically switch to building the unit, but it will request a new task.

    2007-05-02 13:27:46 UTC by campo

  • fixed galaxy2.g

    I fixed galaxy2.g, which was unplayable (basically, you could fire at will because hit-by was missing). I also made some minor changes (reported in design-notes) and tweaks, and upgraded the graphics (and galaxy2.gif for the game browser). Now the game would need some serious human vs. human playtesting...

    2007-04-27 10:52:28 UTC by campo

  • Comment: more a new branch than a patch...

    I forgot to add: (1) my pathfinding code does not look for border slides; (2) free-mp are not considered; I plan to add these later on. on eric's comments: printf replaced by Dprintf: OK patch -R: you're right :-)

    2007-04-10 07:50:23 UTC by campo

  • Comment: more a new branch than a patch...

    Thanks. Patches applied to head of BRANCH_MCAMPO_PATH.

    2007-04-08 19:36:28 UTC by eric_mcdonald

  • Xconq

    eric_mcdonald committed patchset 378 of module xconq to the Xconq CVS repository, changing 17 files.

    2007-04-08 19:34:00 UTC by eric_mcdonald

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