Xconq project is an empire-building strategy game.
Xconq is a general strategy game system. It is a complete system that includes all the components: a portable engine, graphical interfaces for several platforms, multiple AIs, networking for multi-player games, and an extensive game library.
The games in the library range from ancient civilizations to the far future, from simple to very complicated.
Xconq's forte is turn-based strategy with overhead map views, using a hexagonally-tiled world.
It includes a game design language GDL, which is a declarative language that lets you define the units, terrain, etc, then fill in tables defining their interaction.
Literally hundreds of different properties and tables are available to the game designer.
This release is mostly geared towards game designers, since a number of new features were added for game design.
There are some bug fixes in this release as well. You are advised to keep in mind that this is snapshot release; some things may be broken.
What's New in This Release:
· A crash in Sdlconq that came about from trying to display the title of module that had no title. (Thanks to Lincoln Peters for the report.)
· Improper unit property assignments in the network receive code.
· A crash in Skelconq's argument parsing. (Thanks to anonymous for the report.)
· Here are some of the new features:
· More materials consumption restrictions can be imposed upon construction and repair.
· Operational roles are starting to take over for plans. The various support plans and the colonization plan, as well as the random plan no longer exist. The Construction and Repair oprole now plays an important role.
· Some games in the games library that were mostly broken and were not being maintained by anyone have been moved to a "bit rot" archive.
· Creation, building, repair, and tooling up actions can now all be ACP-less or be performed by ACP-indep units.
· Much old cruft in the code has been removed. some of the action-handling code has been significantly rewritten.
· Support for treating the unit task agenda as a FIFO. This will be used in updated UI code later on.
· Occs-on-completion feature allows for complete or incomplete units to be automatically placed in an unit once it has been completed.
· Some additional notes:
· Operational roles are not saved/restored with games yet.
· iplayer, the so-called independent player is broken. It will be replaced by the mplayer, and a number of side-configurable (not limited to indepside) attributes to tailor what a particular side can and cannot do.
· Demand-based construction of mobile transports is currently not happening. This is not as bad as it might sound. It will be fixed