Search found 42 matches
- Sun Nov 05, 2006 11:05 pm
- Forum: Feature Requests
- Topic: Farm micromanagement
- Replies: 11
- Views: 23729
I just tested, and a good way to experiment with this is to team with a reach2infinity AI, it will perform farming micromanagement very well. Try it and see what you think, because that AI has fairly good resource management other than overgrowth issues which they all seem to have problems with, and...
- Sat Nov 04, 2006 10:09 am
- Forum: Help
- Topic: Design adjustment or bug?
- Replies: 3
- Views: 7002
Design adjustment or bug?
I noticed that as of 0.8.21, the game now maxes out at 1024 units, where as before I had never hit any celing (I think it was 0.8.19).
Is this a feature or a bug or a bugfix or what?
Is this a feature or a bug or a bugfix or what?
- Wed Nov 01, 2006 8:55 am
- Forum: Feature Requests
- Topic: Farm micromanagement
- Replies: 11
- Views: 23729
I like that idea, especially for newer players or when you're to busy managing defenses and/or upgrades to set up farming yourself. Manual farming is still important, because a human can set it up better than any AI. I will look and see if I could write an AI to auto-farm, doesn't sound difficult, h...
- Fri Oct 27, 2006 3:05 am
- Forum: Feedback
- Topic: No campains in latest windows releas.
- Replies: 6
- Views: 12618
- Sun Oct 08, 2006 8:55 am
- Forum: Feedback
- Topic: No campains in latest windows releas.
- Replies: 6
- Views: 12618
- Sun Oct 08, 2006 8:13 am
- Forum: Help
- Topic: Mac Install?
- Replies: 20
- Views: 30546
- Sun Oct 08, 2006 7:37 am
- Forum: Help
- Topic: Fatal signal: Segmentation Fault (SDL Parachute Deployed)
- Replies: 7
- Views: 9309
- Thu Sep 21, 2006 12:29 am
- Forum: Feature Requests
- Topic: Warehouses
- Replies: 23
- Views: 22423
- Wed Sep 13, 2006 7:27 am
- Forum: Feature Requests
- Topic: Simple changes that might deepen strategy
- Replies: 45
- Views: 45421
Don't forget that towers have to be resupplied with stone to continuously attack, while a warrior can keep fighting until his hunger level gets too high. What if instead of decreasing health you decreased the maximum ammo, meaning that the tower's supplies get depleted more rapidly? A tower that can...
- Thu Aug 31, 2006 2:05 am
- Forum: Feature Requests
- Topic: Roads
- Replies: 39
- Views: 52392
I don't actually know, I'm just speaking from the info I've read on the wiki. I haven't actually done anything related to the project because my c++ still sucks. Read the wiki, and hopefully someone more knowledegable can explain anything you don't understand/can't find. EDIT: Road creation is in th...
- Thu Aug 31, 2006 12:43 am
- Forum: Feature Requests
- Topic: Roads
- Replies: 39
- Views: 52392
- Thu Aug 31, 2006 12:28 am
- Forum: Feature Requests
- Topic: Simple changes that might deepen strategy
- Replies: 45
- Views: 45421
- Mon Aug 28, 2006 3:03 am
- Forum: Feature Requests
- Topic: Simple changes that might deepen strategy
- Replies: 45
- Views: 45421
- Mon Aug 28, 2006 3:00 am
- Forum: Feature Requests
- Topic: Warehouses
- Replies: 23
- Views: 22423
I think workers should perfer resources if the resources are closer or the same distance, but the warehouse if they are farther away. Otherwise there will be a bunch of unnecessary extra steps. Warehouses would be great on maps where you are in the middle of land with a massive amount of wheat. You ...
- Mon Aug 28, 2006 2:54 am
- Forum: Feature Requests
- Topic: Roads
- Replies: 39
- Views: 52392
My idea was to have roads be completely autonomous, so that they require no human intervention, and aren't primarily to stop resources, they are to improve traffic in busy city centers (continue playing after you win and boost your population over three hundred and you will see what im talking about...