Search found 81 matches

by NoSpin
Wed Jun 24, 2009 6:50 pm
Forum: Bugs
Topic: AI Cannot Handle resources
Replies: 3
Views: 9670

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.
by NoSpin
Mon Jun 22, 2009 4:22 pm
Forum: Bugs
Topic: AI Cannot Handle resources
Replies: 3
Views: 9670

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?
by NoSpin
Mon Jun 22, 2009 4:20 pm
Forum: Bugs
Topic: Workers Are Not Using Schools
Replies: 2
Views: 7708

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...
by NoSpin
Sun Aug 24, 2008 5:30 pm
Forum: Feature Requests
Topic: Salt
Replies: 10
Views: 17254

Re: Salt

so areas that you want treated you need to mark right? and workers will automatically be assigned to treat it when necessary?
by NoSpin
Sun Aug 24, 2008 5:28 pm
Forum: Feature Requests
Topic: Full Control
Replies: 7
Views: 12822

Re: Full Control

yeah. Thats sounds great. Thanks for the translation too.
by NoSpin
Sun Aug 24, 2008 5:21 pm
Forum: Feature Requests
Topic: Converting Enemy Units
Replies: 4
Views: 10775

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...
by NoSpin
Sun Aug 24, 2008 5:16 pm
Forum: Feature Requests
Topic: Minimum and Maximum Workers
Replies: 4
Views: 10060

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.
by NoSpin
Sun Aug 24, 2008 5:13 pm
Forum: Feature Requests
Topic: Random Starting Locations
Replies: 5
Views: 11519

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.
by NoSpin
Fri Aug 22, 2008 2:44 pm
Forum: Feature Requests
Topic: Converting Enemy Units
Replies: 4
Views: 10775

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.
by NoSpin
Thu Aug 21, 2008 2:27 am
Forum: Feature Requests
Topic: Converting Enemy Units
Replies: 4
Views: 10775

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...
by NoSpin
Thu Aug 21, 2008 2:24 am
Forum: Feature Requests
Topic: New AI
Replies: 3
Views: 9329

Re: New AI

I just tried a game against Nico. Yeah he seems to know how to control the resources fine. Thanks.
by NoSpin
Thu Aug 21, 2008 2:23 am
Forum: Feature Requests
Topic: Salt
Replies: 10
Views: 17254

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...
by NoSpin
Tue Aug 19, 2008 3:58 pm
Forum: Feature Requests
Topic: change position of human player
Replies: 3
Views: 10689

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...
by NoSpin
Tue Aug 19, 2008 3:54 pm
Forum: Feature Requests
Topic: Salt
Replies: 10
Views: 17254

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 ...
by NoSpin
Tue Aug 19, 2008 4:31 am
Forum: Feature Requests
Topic: Micromanagement Due To Resources
Replies: 4
Views: 11311

Re: Micromanagement Due To Resources

Man they are needed.