--- In email@example.com
, Jan Rietema <ravanrooke@y...>
> Another idea of mine is to replace numeric unit id's with
> alphanumeric. The idea is to make the id's more easily memorised by
> players. One digit could be easily dropped even for the largest games.
> > I don't think it's a bad idea, but I kinda like the numeric
> > designation. The numbers easy to pick out on the report and easy to
> > write in the orders, plus you can already name & describe each unit
> > to personalize them (how many other games can boast about that!!!),
> > so I don't see a real advantage. You also have to ask how much
> > extra work are you making for yourself? If it's a easy program
> > change, maybe, if it's a lot of work, probably forget about it.
It definitely reduces the brain work that you have to do as a player -
instead of picking between 13278, 13280 and 13315, you have (something
like) af3, ag0 and ah2. It looks simpler to me, anyway.
> Just as a aside, I'm excited about the new changes you have made.
> Are you planning on posting this as a .exe file to the site? I'm not
> a programmer (or I'm just plain lazy, take your pick!) and would like
> to experiment with the changes. Just a thought (now who's making
> extra work for you!?!).
If you have a look in the files section, you should be able to find a
copy of the GAMEMASTER file, which has detailed instructions for
building from source using dev-C++ (a free IDE and compiler) - it's not
that hard, either. The advantage of building from source is that you can
build in whatever options you like, plus you're able to modify items and
skills, too. If you want to experiment, that's the way to do it. If you
go with whatever binary is on the yahoo site, you're limited to whatever
options the person who compiled it chose (usually just the 'vanilla'