Search found 81 matches
- Wed Jun 24, 2009 6:50 pm
- Forum: Bugs
- Topic: AI Cannot Handle resources
- Replies: 3
- Views: 11178
Re: AI Cannot Handle resources
I think that is enough for Nicowar, I will play against him again and see. But the other AIs don't seem to do that.
- Mon Jun 22, 2009 4:22 pm
- Forum: Bugs
- Topic: AI Cannot Handle resources
- Replies: 3
- Views: 11178
AI Cannot Handle resources
I noticed that with several of the provided maps, the AI cannot manage the resources and end up getting trapped by the trees. I am sure you have noticed it, but I wanted bring it up. Are you waiting for paved areas to come to solve this problem?
- Mon Jun 22, 2009 4:20 pm
- Forum: Bugs
- Topic: Workers Are Not Using Schools
- Replies: 2
- Views: 9220
Workers Are Not Using Schools
I have noticed that for some reason the workers are not using the schools I built. Usually when I notice this, the jobs available double or triple the workers. But even when that comes down to 3 jobs per two workers, they are not using the schools. After a while they do, but I lose valuable time wai...
- Sun Aug 24, 2008 5:30 pm
- Forum: Feature Requests
- Topic: Salt
- Replies: 10
- Views: 18865
Re: Salt
so areas that you want treated you need to mark right? and workers will automatically be assigned to treat it when necessary?
- Sun Aug 24, 2008 5:28 pm
- Forum: Feature Requests
- Topic: Full Control
- Replies: 7
- Views: 14412
Re: Full Control
yeah. Thats sounds great. Thanks for the translation too.
- Sun Aug 24, 2008 5:21 pm
- Forum: Feature Requests
- Topic: Converting Enemy Units
- Replies: 4
- Views: 12257
Re: Converting Enemy Units
Yeah i did have enough inns. I had zero starving globs, maybe a hungry worker had to wait ten seconds for an inn, maybe. I can't say for certain. I will play again and check to see if that was the case. How far into the game? My guess was 2 minutes. Maybe 3. It was not too far into it. I had about 3...
- Sun Aug 24, 2008 5:16 pm
- Forum: Feature Requests
- Topic: Minimum and Maximum Workers
- Replies: 4
- Views: 11549
Re: Minimum and Maximum Workers
Well if I had to choose between the two, I would choose the priority flags. But both would be cool too. This way we can make our swarms have a permanent priority, or our defense towers have a priority so that they don't run out of ammo. I agree also that it definitely should not be inherited.
- Sun Aug 24, 2008 5:13 pm
- Forum: Feature Requests
- Topic: Random Starting Locations
- Replies: 5
- Views: 13050
Re: Random Starting Locations
that would be alot better then what we have now. The only problem, which is really minor, is once a enemy unit walks by, the player will know exactly where he is based on the color of the unit.
- Fri Aug 22, 2008 2:44 pm
- Forum: Feature Requests
- Topic: Converting Enemy Units
- Replies: 4
- Views: 12257
Re: Converting Enemy Units
In the game that I played, my base and my opponent's base were not close. My units that were converted did not eat at their inn. They just converted.
- Thu Aug 21, 2008 2:27 am
- Forum: Feature Requests
- Topic: Converting Enemy Units
- Replies: 4
- Views: 12257
Converting Enemy Units
I just played a game against Nico and my units started to convert almost immediately. I played a game with Nico as my partner and watched him convert the enemy. Is fruit the only way to convert enemies? Nico either had no fruit, or very little and already was converting units. How does converting wo...
- Thu Aug 21, 2008 2:24 am
- Forum: Feature Requests
- Topic: New AI
- Replies: 3
- Views: 10838
Re: New AI
I just tried a game against Nico. Yeah he seems to know how to control the resources fine. Thanks.
- Thu Aug 21, 2008 2:23 am
- Forum: Feature Requests
- Topic: Salt
- Replies: 10
- Views: 18865
Re: Salt
Well if we do not use ownership, then how would someone destroy them? We certainly do not want our own warriors to attack our roads if we have an attack flag over it. I guess to destroy it you want someone to just remove the flag? Ok. But I believe the roads need to stay put when units do not use th...
- Tue Aug 19, 2008 3:58 pm
- Forum: Feature Requests
- Topic: change position of human player
- Replies: 3
- Views: 12119
Re: change position of human player
I have suggested fixing this, so that each player starts on a random location. But to answer your question, each color has a starting location that they will always start at. If you choose red, then you will always start at the same location. If you choose the color your opponent usually chooses the...
- Tue Aug 19, 2008 3:54 pm
- Forum: Feature Requests
- Topic: Salt
- Replies: 10
- Views: 18865
Re: Salt
Interesting. I initially thought of something similar. Basically the roads are owned by whoevers units are closer to them. Yours is better though. One thing I would remove is the part about the roads disappearing. I like big maps, and I often build supply stations so that my units can reach further ...
- Tue Aug 19, 2008 4:31 am
- Forum: Feature Requests
- Topic: Micromanagement Due To Resources
- Replies: 4
- Views: 12810
Re: Micromanagement Due To Resources
Man they are needed.