Projects / Xconq


Xconq is a general strategy game system. It is a complete system that includes all the components: a portable engine, graphical interfaces for several platforms, multiple AIs, networking for multi-player games, and an extensive game library. The games in the library range from ancient civilizations to the far future, from simple to very complicated. Xconq's forte is turn-based strategy with overhead map views, using a hexagonally-tiled world. It includes a game design language GDL, which is a declarative language that lets you define the units, terrain, etc, then fill in tables defining their interaction. Literally hundreds of different properties and tables are available to the game designer.


Recent releases

  •  13 Jun 2005 18:46

    Release Notes: This release is mostly geared towards game designers, since a number of new features were added for game design. There are some bugfixes in this release. This is snapshot release, so some things may be broken. Bugfixes include a crash in Sdlconq, improper unit property assignments in the network receive code, and a crash in Skelconq's argument parsing. There are more materials consumption restrictions. Operational roles are starting to take over for plans. Much old cruft in the code has been removed.

    •  01 May 2005 06:18

      Release Notes: This is primarily a bugfix, minor feature, and game update release. All sorts of little fixes, some new terrain and unit graphics, and a couple of changes to some of the games (Opal is quite pretty, now, using a new terrain set imported from a set originally designed for FreeCiv).

      •  16 Apr 2005 12:30

        Release Notes: This release fixes an economy bug, which caused AI-controlled fighters to crash frequently. It also improves the AI's use of transports, spreads around unit construction choices, speeds up AI performance, and fixes the problem with naval units being produced in land-locked cities.

        •  23 Mar 2005 08:05

          Release Notes: This release implements cell-unit, unit-cell, and cell-cell transfers as part of the new backdrop economy model. There were updates for some games, and some progress regarding AI improvements. Various small UI bugs and gameplay bugs have been squashed.

          •  26 Feb 2005 06:49

            Release Notes: Bugfixes were made for gameplay, AI, and display issues and new supply/economy code was introduced for designers and players.


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