Search found 26 matches

by Genixpro
Thu Oct 16, 2008 5:22 pm
Forum: Feature Requests
Topic: Random Starting Locations
Replies: 5
Views: 3378

Re: Random Starting Locations

In reality, this is actually more of a challenge for the user interface then it is for the code. The code is written such that team=color, and this isn't easy to break. The user-interface, like when selecting options for a custom game, is done the same way. If we decoupled team from color, each "tea...
by Genixpro
Sun Apr 22, 2007 8:53 pm
Forum: Help
Topic: Tutorial stopped unable to upgrade
Replies: 5
Views: 5080

The tutorial tries to make it clear that you need space to upgrade. Perhaps it should be emphasized further.
by Genixpro
Wed Mar 28, 2007 2:24 am
Forum: Feature Requests
Topic: Farm micromanagement
Replies: 11
Views: 9496

So I thought I remembered C++ better than this :P I followed the instructions on the wiki, tried compiling, and hit a ton of gcc errors for things I was pretty sure were correct :shock: Now school is happening again and I have no free time :( So basically someone with more coding experience should ...
by Genixpro
Wed Mar 28, 2007 2:19 am
Forum: Feature Requests
Topic: Different colors for different globs
Replies: 9
Views: 6318

Try to keep it civil people. There is to be no fighting on a Glob2 forum. Especially do not say angry things then try to justify it by stating etiquette rules at the same time. Neither of them are necessary.
by Genixpro
Fri Dec 08, 2006 7:39 pm
Forum: Feature Requests
Topic: harvesting skill levels
Replies: 2
Views: 3727

Your right, harvesting speed has little relevence in long distance harvests. But when you play allot and get to the fourth level, and maintain that for a long game (you get used to the level four harvest), then start a new game, you notice it. The workers will be noticably slower with the lower harv...
by Genixpro
Thu Dec 07, 2006 7:16 pm
Forum: Feature Requests
Topic: Farm micromanagement
Replies: 11
Views: 9496

This is possible to do, if you know C++, with "Echo". I have some documentation regarding Echo. Echo is a sort of low-barrior API for making AI's. Keep in mind the documentation isn't up to date with the latest version in the cvs, but it is up to date for Alpha 21. Its very comprehensive, http://glo...
by Genixpro
Thu Dec 07, 2006 7:11 pm
Forum: Feature Requests
Topic: Changing apearance of farmable land
Replies: 8
Views: 5910

I think I might do this. In the cvs version, I have implemented a sort of visual overlay that shows where there are the highest and lowest concentrations of starving or wounded globules, or turrets, are by painting a semitransparent colour directly on the screen. I could probably do the same for wat...
by Genixpro
Sun Aug 06, 2006 10:43 pm
Forum: Help
Topic: Building from source...
Replies: 2
Views: 3389

Thats a typo-like error. I would file this in the bug report section and it will be fixed for the next version.

In the meantime, if you open IRC.h, and look at the lines it mentions, and remove the "IRC::" on the lines. For endGameScreen.h, remove the "EndGameScreen::" on the line it tells you.
by Genixpro
Thu Aug 03, 2006 6:02 pm
Forum: Help
Topic: Glob2 on FreeBSD - preferences.txt
Replies: 2
Views: 3359

The preferences.txt is normal. The fatal error on the other hand, we need more information.
by Genixpro
Thu Aug 03, 2006 5:58 pm
Forum: Help
Topic: Quick Question
Replies: 2
Views: 3251

This is definitly abnormal, I would post a bug report, and if you canr eproduce the bug, post information on how. Better yet, post a save game *and* information on how to reproduce the bug.
by Genixpro
Thu Aug 03, 2006 5:57 pm
Forum: Help
Topic: Trading with Markets
Replies: 8
Views: 4761

Coincidently, I just finished making the market a usefull feature. The old market will only function under very specific circumstances, your opponent has a market, has market view enabled for you, and their market is set to export. You have to enable market view for them, have a martket, and your ma...
by Genixpro
Mon Jul 31, 2006 3:49 pm
Forum: Strategies
Topic: Time to be evil!
Replies: 9
Views: 8202

Time to be evil!

Lets take a hint from the evil doers: 1) Place wall construction sites arround enemy swarms while they still have no warriors, for the win! 2) Ally with your opponent, and swiftly move your warriors into place arround enemy inns, then un-ally with them to let your warriors raise hell 3) By placing w...
by Genixpro
Sun Jul 30, 2006 8:53 pm
Forum: Maps / Campaigns
Topic: New Campaign
Replies: 1
Views: 7345

New Campaign

The game needs a new campaign. Everybody knows it. However, the game also needs a new campaign system. Its two-fold really. The new campaign system will be more campaign-oriented. The existing system is really just a map-selection menu, you can easily start from the last map. The new menu will be mu...
by Genixpro
Sun Jul 30, 2006 8:39 pm
Forum: Feature Requests
Topic: upradeing globs should take longer
Replies: 16
Views: 11805

There is one problem with doing this, unfortenetly. The way the GUI is designed, only allowing you to place level 1 buildings and forcing you to upgrade them from there, will make the user think that upgrading is always a good thing. This could easily confuse an unsuspecting noob.
by Genixpro
Sun Jul 30, 2006 8:36 pm
Forum: Feature Requests
Topic: Generally Agreed Upon Ideas
Replies: 2
Views: 3226

Generally Agreed Upon Ideas

Here is a list of generally agreed upon simple improvements for the game, feel free to add some if you like: * Units should require to go through all three levels of buildings, not being able to go straight to a level 3 school and come out as a level 4 unit * Construction sites should not assign mor...