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- Path: sparky!uunet!spool.mu.edu!agate!ucbvax!ucdavis!gfink
- From: gfink@ent.eecs.ucdavis.edu (George Fink)
- Newsgroups: rec.games.empire
- Subject: Re: Just out of curiosity...
- Message-ID: <GFINK.92Dec29121131@ent.eecs.ucdavis.edu>
- Date: 29 Dec 92 20:11:31 GMT
- References: <1hmj5iINNeou@magna.ksu.ksu.edu> <1992Dec28.191026.28884@noose.ecn.purdue.edu>
- Sender: usenet@ucdavis.ucdavis.edu
- Organization: University of California at Davis
- Lines: 22
- In-reply-to: ts@chainsaw.ecn.purdue.edu's message of 28 Dec 92 19:10:26 GMT
-
- In article <1992Dec28.191026.28884@noose.ecn.purdue.edu> ts@chainsaw.ecn.purdue.edu (Thomas Ruschak) writes:
-
-
- >>What goes into setting up a world of start islands? I realize
- >>that there is probably a lot of hand editting, but what else
- >>is involved? How do you decide on the island sizes, i.e. is
- >>it arbitrary or are there sizees that just fit better than
- >>others?
- > There are two basic ways of doing this that I know of. 1) You can
- > hand edit the islands into existence, and hand-place the resources. This
- > is doable, but a real pain in the ass. You can also use Xland2 and an
- > X-display and draw the islands and run ore normally. This is much easier.
-
- > You could also hack the land program to do what you wanted. No one's
- > done this as yet that I know.
-
- Actually, for the OU/UCD games I did hack up land to create start
- islands, but in those games start islands were all the same size and
- shape and most recent games I've seen with start islands have more
- variety. Email me if you want a copy of this hacked up land.
-
- --George
-