Wolfpack Empire - mirror of https://git.pond.sub.org/empserver
http://wolfpackempire.com/
Custom games may want to tweak how items contribute to the power factor, in particular when products are also customized. Add ichrstr member i_power and item selector power for that. "info power" doesn't reflect this change, yet. It'll be updated in the next commit. The current item power values are problematic. This will be addressed later. For straightforward configurations, reasonable item power values could perhaps be derived from the configuration automatically. However, this is surprisingly hard in the general case: since producing things should not decrease power, the efficiency of processing products into other products needs to be considered, and estimating these efficiencies can be difficult. Deities can create multiple products making the same item, or multiple sector types with the same product, but different process efficiency (sect-chr selector peffic). Providing differently efficient ways to make the same item can be reasonable when the sector types involved have different terrain. To average them, you'd need to know the map. The stock game has one example: gold mines produce dust with 100% process efficiency, mountains produce it with 75%. Mountains are normally rare enough not to matter. Level p.e. (product selectors nlmin, nllag) may have to be considered. In the stock game, level p.e. variations are minor, because it reaches 0.9 pretty quickly. In games where it doesn't, you might have to increase the power value of the product. Resources (sect selectors min, gold, fert, ocontent, uran) and resource depletion (product selectors nrndx and nrdep) further complicate things: you might want to increase the power value of products depending on unusually scarce resources, but you can't know what's scarce without understanding the map. Signed-off-by: Markus Armbruster <armbru@pond.sub.org> |
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include | ||
info | ||
m4 | ||
man | ||
scripts | ||
src | ||
tests | ||
.gitignore | ||
.travis.yml | ||
bootstrap | ||
configure.ac | ||
COPYING | ||
CREDITS | ||
GNUmakefile.in | ||
INSTALL | ||
Make.mk | ||
README |
Welcome to Empire 4, code-named Wolfpack. Empire is a multi-player, client/server Internet based war game. Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak, Ken Stevens, Steve McClure, Markus Armbruster This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License (in file `COPYING'), or (at your option) any later version. See file `CREDITS' for a list of contributors. Directory `doc' has additional information. File `doc/README' describes the files there and what they talk about. To build the server and set up a game, follow the steps below. (1) Unpacking the source tree If you downloaded a tarball, unpack it. If you cloned a git repository, run bootstrap. This requires recent versions of Autoconf and Automake to be installed. See also doc/contributing. (2) Building a server Prerequisites: IEEE Std 1003.1-2001 (POSIX.1-2001), GNU make, a curses library, Perl, and either nroff or GNU troff (`groff'). See file `INSTALL' for detailed compilation and installation instructions. Quick guide for the impatient: run configure; make; make install. The last step is optional; everything runs fine right from the build tree. If configure reports "terminfo: no" in its configuration summary, highlighting doesn't work in the client. Commonly caused by not having development libraries installed. On Linux, try installing ncurses-devel. If make fails without doing anything, you're probably not using GNU make. Some systems have it installed as `gmake'. Solaris supports POSIX.1-2001, but you need to set up your environment for that. Try passing SHELL=/usr/xpg4/bin/sh PATH=/usr/xpg6/bin:/usr/xpg4/bin:$PATH to make. See standards(5) for details. (3) Creating a game * Create a configuration for your game. make install installs one in $prefix/etc/empire/econfig ($prefix is /usr/local unless you chose something else with configure). You can use pconfig to create another one. * Edit your configuration file. See doc/econfig for more information. Unless you put your configuration file in the default location (where make install installs it), you have to use -e with all programs to make them use your configuration. * Run files to set up your data directory. * Run fairland to create a world. For a sample world, try `fairland 10 30'. This creates file ./newcap_script, which will be used below. You can edit it to change country names and passwords. Check out fairland's manual page for more information. * Start the server. For development, you want to run it with -d in a debugger, see doc/debugging. Do not use -d for a real game! * Log in as deity POGO with password peter. This guide assumes you use the included client `empire', but other clients should work as well. For help, try `info'. To change the deity password, use `change re <password>'. * Create countries with `exec newcap_script'. Your game is now up! Naturally, there's more to running a real game than that, but that's beyond the scope of this file. Please report bugs to <wolfpack@wolfpackempire.com> or via SourceForge <http://sourceforge.net/projects/empserver/> (registration required). For more information or help, try rec.games.empire on Usenet, or send e-mail to <wolfpack@wolfpackempire.com> and we'll try to answer if we can. Also check out our web site at <http://www.wolfpackempire.com/>. Have fun! Wolfpack!