Xconq Mac 7.4 Released
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Available for five operating systems (and soon for Mac OS X), this general-purpose, open source strategy game system has received an update. If there is a strategic battle you want to model, you can re-create it in Xconq with the built-in game description language; it seems to be an excellent teaching tool as well as a learning environment. According to the author of the Mac port, a Carbonized version will be available soon, as will the ability to play network games. Here are details on the new version:
Xconq is a general strategy game system. It is a complete system thatSounds like a great way to build your own game, or explore all types of strategic warfare. And if you are a programmer looking for examples of cross-platform code, Xconq seems a good place to start as well.
Xconq Web Site
includes all the components: a portable engine, graphical interfaces
for Unix/Linux/X11, Macintosh, and Windows, multiple AIs, networking
for multi-player games, and an extensive game library.
In addition to Xconq's "standard" game, which is similar to the
classic Empire/Empire Deluxe games of years ago, the game library
includes games for ancient civilizations, the Peloponnesian War, the
Roman Civil War, Frederician strategy, Napoleonic strategy, Gettysburg
at a brigade scale, the Russian revolution, the Normandy invasion,
WWII at scales from tactical to grand strategic, Beirut street
fighting, voyages of discovery, African exploration, and many others,
including space and fantasy games.
As befits its emphasis on strategy, Xconq's forte is turn-based play
using overhead views of a tiled world. The world is basically
two-dimensional, although varying elevations are available for games
that need elevation effects or line-of-sight. Xconq is especially
interesting for games about unusual or lesser-known strategic
situations; it is unique in providing a single system for modelling
the conflicts and strategies of any period in history.
To set up new types of games, Xconq includes an interpreter for a game
design language (GDL). While the syntax resembles Lisp, GDL is a
declarative language, where you create a game just by defining the
properties of types and objects, and then filling in tables describing
their interactions. There are literally hundreds of properties
available, and hundreds of tables relating units, materials, terrain,
In addition, the game designer gets a collection of nearly a thousand
graphic images available for use in games, including unit icons,
terrain tiles, and national emblems. The designer may also import
additional graphic content.
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