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(game-module "mars"
(title "Mars")
(blurb "Colonize Mars")
(variants
(see-all false)
)
)
(terrain-type plani (image-name "orange") (char "+"))
(terrain-type highlands (image-name "brown") (char "^"))
(terrain-type canyon (image-name "tan"))
(terrain-type co2-ice (image-name "white"))
(terrain-type water-ice (image-name "light-blue"))
(terrain-type wall (subtype border))
(define cell-t* (plani highlands))
(unit-type rover (image-name "hovercraft") (char "c")
(help "slow, long-range"))
(unit-type boulder-car (image-name "hovercraft") (char "b")
(help "fast, small, shorter-range, hard for satellites to see"))
(define ground-types (rover boulder-car))
(unit-type spy-satellite (image-name "spysat")
(help "hovers overhead, observes all below"))
(define air-types (spy-satellite))
(unit-type base (image-name "village")
)
(unit-type underground-city (image-name "village")
)
(unit-type domed-city
(help "large but vulnerable"))
(unit-type underice-city (image-name "village")
(help "nearly invisible, can only be placed under water ice"))
(define city-types (underground-city domed-city underice-city))
(define place-types (base underground-city domed-city underice-city))
(material-type air)
(material-type water)
(material-type food)
;;; Static relationships.
(table vanishes-on
(underice-city t* true)
(underice-city water-ice true)
)
(add place-types capacity 32)
(table unit-size-as-occupant
;; Disable occupancy by default.
(u* u* 100)
(ground-types place-types 1)
(air-types place-types 1)
)
(add t* capacity 16)
(table unit-size-in-terrain
(u* t* 1)
(place-types t* 8)
)
;;; Vision.
;; The surface of Mars is well-known.
(set terrain-seen true)
;;; Actions.
(add ground-types acp-per-turn 8)
(add air-types acp-per-turn 4)
(add place-types acp-per-turn 1)
;;; Movement.
(add place-types speed 0)
;;; Construction.
(add u* cp (4 4 10 4 12 24 48))
(table acp-to-create
(city-types ground-types 1)
(city-types air-types 1)
(base city-types 1)
(base base 0)
)
(table cp-on-creation
(city-types ground-types 1)
(city-types air-types 1)
(base city-types 1)
)
(table acp-to-build
(city-types ground-types 1)
(city-types air-types 1)
(base city-types 1)
(base base 0)
)
(table cp-per-build
(city-types ground-types 1)
(city-types air-types 1)
(base city-types 1)
)
;;; Combat.
(add u* hp-max (1 1 1 10 20 20 20))
(table acp-to-attack
(u* u* 1)
(spy-satellite u* 0)
)
(table hit-chance
(u* u* 50)
(spy-satellite u* 0)
)
(table damage
(u* u* 1)
(spy-satellite u* 0)
)
;;; Random game setup.
;;; Some defns for the fractal percentile generator.
(set alt-blob-density 10000)
(set alt-blob-height 500)
(set alt-blob-size 200)
(set alt-smoothing 4)
(set wet-blob-density 2000)
(set wet-blob-size 100)
(add cell-t* alt-percentile-min ( 0 70))
(add cell-t* alt-percentile-max ( 69 100))
(add cell-t* wet-percentile-min ( 0 0))
(add cell-t* wet-percentile-max (100 100))
(add u* start-with 1)
(area 60 30)
(world 400)
(scorekeeper (do last-side-wins))
(game-module (notes (
"This game was inspired by Kim Stanley Robinson's `Red Mars',"
"an excellent story of the near-future colonization of Mars."
""
"The general idea of the game is to build up a colony and perhaps"
"eventually contend for control of Mars, if players can't work out"
"agreements."
)))
(game-module (design-notes (
"This game is far from complete."
""
"Mars is 21240km in diameter, elevations range over 27km. To show"
"canyons and such, would need a very large map."
"10m intervals for elevation would be reasonable."
"Scenarios could include solitaire game to establish a viable settlement,"
"and a race for Mars that is competitive."
""
"(should be able to mine for water(ice) and transport to cities)"
)))
(add spy-satellite notes (
"Satellites are spy satellites that can see much on the ground,"
"but require so much observing and processing time that they can"
"only focus on small areas at a time. So the position of a satellite"
"designates its focus area rather than its actual physical position."
))
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