Search found 42 matches

by Einarin
Sat Aug 26, 2006 3:36 am
Forum: Feature Requests
Topic: for discussion: remove the area's
Replies: 17
Views: 31372

I think we should make the clearing area's for building upgrade/construction active, but leave the normal ones passive. Passive clearing areas allow for busy areas to be kept tidy without using up workers. If you need something cleared NOW , use a clearing flag. A passive building upgrade field won'...
by Einarin
Sat Aug 26, 2006 3:30 am
Forum: Feature Requests
Topic: Simple changes that might deepen strategy
Replies: 45
Views: 45261

If we are going to allow the towers to hit explorers, the explorers shoul be able to hit the towers back. I am in favor of preventing them from hitting buildings, but towers should be the exception to keep the game balanced.

(two posts to keep two different ideas seperate)
by Einarin
Sat Aug 26, 2006 3:25 am
Forum: Feature Requests
Topic: Simple changes that might deepen strategy
Replies: 45
Views: 45261

There is a question of balancing in combat. I haven't tried this so I can't say as to whether it works (I am currently in the process of overhauling my distro, and don't have a working install, currently waiting for libsdl to finish so i can satisfy dependencies) but you could set an explorer with g...
by Einarin
Sat Aug 26, 2006 2:55 am
Forum: Feature Requests
Topic: Warehouses
Replies: 23
Views: 22290

keep them seperate

I like the market as is, and voted yes because I think the warehouse should be added as a seperate building. Maybe make it upgradable normally, but after level three upgrade continue to allow upgrades, increasing the perimeter by one in each direction each time, and adding an additional amount of re...
by Einarin
Sat Aug 26, 2006 2:14 am
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 51555

A different take

What if you included roads, but the user wouldn't build them? Say a new class of objects is created, which are 'civilization improvements.' They require certain construction levels to build and ?maintain? and are worked on by units which are free from duties to buildings. For roads you could add a d...
by Einarin
Mon Aug 07, 2006 7:44 am
Forum: Help
Topic: Quick Question
Replies: 2
Views: 5048

Haven't posted a bug report because my wireless card driver is acting up :cry: Upon further reflection, however, I remembered that xgl is set up on that machine. If anyone else is willing to try it, if I'm correct it's likely a problem with the xgl software, which is after all still alpha stage and ...
by Einarin
Sat Aug 05, 2006 4:03 am
Forum: Feature Requests
Topic: for discussion: remove the area's
Replies: 17
Views: 31372

upgrading buildings

The idea of automatic clearing areas around upgrading pools, racetracks & inns (and any other buildings that I forgot) would be a huge improvement. Maybe make it so that when you tell it to upgrade it tells the units to clear any obstructing resources? You would have to rewrite the upgrade size ...
by Einarin
Sat Aug 05, 2006 3:44 am
Forum: Feature Requests
Topic: Simple changes that might deepen strategy
Replies: 45
Views: 45261

I like Donkyhotay's idea of explorer ground attack only hitting units, but I was going to suggest that it take a level two or higher tower to hit air units, because letting level one towers stop hit level three explorers seems rather unbalanced to me.
by Einarin
Sat Aug 05, 2006 3:25 am
Forum: Help
Topic: Trading with Markets
Replies: 8
Views: 7703

cool

Thanks a bunch for clearing that up, it sounds like it will be really cool once it starts working, tho I'll have to redownload it for windows and debian

:cry: :wink:
by Einarin
Mon Jul 24, 2006 7:23 pm
Forum: Help
Topic: Quick Question
Replies: 2
Views: 5048

Quick Question

Just checking before i post this on the bug tracker, when I run glob2 with OpenGL, as the game progresses, more and more textures are replaced by white squares. My machine is a Pentium 4 with Hyper-Threading, a GeForce 5200 AGP graphics card, running Gentoo Linux. Is this a known issue, because it s...
by Einarin
Wed Jul 19, 2006 12:06 am
Forum: Help
Topic: Trading with Markets
Replies: 8
Views: 7703

Trading with Markets

I have been unable to make market trading work correctly. I have tried every combination of selections I can think of and nothing seems to work. Can someone explain what the symbols mean and how to use them to trade fruit?
by Einarin
Sat Jun 17, 2006 6:58 am
Forum: Strategies
Topic: Joey Campaign #6
Replies: 14
Views: 111920

I beat that level by building a level three tower on each side od the entry and walling it off once they were complete.

Then I sat the time out.

(yes I know it is similiar to above but walls are easier to build :wink: )