![]() Options to the server using the command line. * Thomas Klausner : fixed Makefile for FreeBSD * Joan Dolc : helped with Mac OS/X port * 666-REFIZUL-666 : created many maps (distributed * Dave Vasilevsky : fixed the Mac OS X port. * Peter Williams : fixed the "too many opened * Michael Wagner : translated the web site in German. * David Redick : wrote an external random map generator,Īvailable on * Alexandre Pineau : maintains the Debian package. Textures, and made the Danish translation. * Kasper Hviid : contributed many maps, with their own Integration with Gnome, KDE and other UNIX desktop environments. * Eduard Bloch : maintained the Debian package, and helped * Roderick Schertler : implemented HTTP 1.1 support. Have to thank -> Jan! 8-) Also do not forget to visit So if you run Liquid War with German menus, you know who you * Jan Gretschuskin : contributed 11 maps, and made the German He also wrote documentation and helped with HisĬontribution has been truely appreciated since it's rather hard to find * Tim Chadburn : wrote midi files for the game. * Cort Danger Stratton : helped me setting up network * Peter Wang: ported Liquid War to GNU/Linux. Of the contributors: * Alstar: drew a map, which is now included in the mainĭistribution. Least for some maps), use several players, max out attack, min outĭefense, max out base health (opposite would be harder, but game thenĬhanges to the large cloud of black troops, so you don't see anything) and * If you want a particularly challenging computer game (at Obstacles would be the hardest ones with n cursors). Also, if you would later add anotherĬursor, this property would probably disappear (maybe then games with n+1 These two extreme situations (and army size, of course, because it changes Playfield is topologically equivalent to ring (the area between two nestedĬircles)), the game is the most difficult, because you have to choose oneĭirection for the attack, and cannot simply defend the other direction.įor other maps, it seems to really depend on their similarity to one of Is completely empty, without any holes (topologically equivalent to fullĬircle), the game is the easiest, because you can just go through the * I have observed that with more than 2 players (6), the gameĭifficulty depends on the map in the following way: If the playing field * To penetrate very narrow tunnels, stand back for a whileĪnd let some enemy troops come from the tunnel to you. Your cursor through the enemy, not the other way around. * When luring your troops to outflank an enemy, always move I think this is a biggest weakness of the computer AI, that Tunnel, keep your troops at the wall (and force them ocassionaly to attack * Try to cut your opponent off walls and surround himĬompletely with your troops when trying to penetrate his forces inside a More tips, kindly submitted by Jan Samohyl.
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