Search found 81 matches

by NoSpin
Tue Aug 19, 2008 4:30 am
Forum: Feature Requests
Topic: Salt
Replies: 10
Views: 17732

Re: Salt

Quick question. Will enemy units auto attack paved areas when they are nearby?

If they do not, how do you remove pavement that your enemy laid down?
by NoSpin
Tue Aug 19, 2008 4:26 am
Forum: Feature Requests
Topic: New AI
Replies: 3
Views: 9758

Re: New AI

I haven't played Nico yet. I will try a game against him.
by NoSpin
Tue Aug 19, 2008 4:22 am
Forum: Feature Requests
Topic: Minimum and Maximum Workers
Replies: 4
Views: 10496

Re: Minimum and Maximum Workers

The priority flags sound much better then this idea. Plus reasons why they cannot is fantastic. I will let you know when i check it out.
by NoSpin
Sun Aug 17, 2008 10:02 pm
Forum: Bugs
Topic: Micromanagement and Work Stoppage
Replies: 4
Views: 9313

Re: Micromanagement and Work Stoppage

Excellent! Once it is out I will definitely check it out.
by NoSpin
Sun Aug 17, 2008 10:00 pm
Forum: Feature Requests
Topic: Full Control
Replies: 7
Views: 13290

Re: Full Control

I don't see this happening. Goes against the concept of the game and wouldn't really teach people anything. A large portion of the game is handling how units behave on their own despite whatever commands you give them. Globs have the own 'mind' and while they will usually obey you they will sometim...
by NoSpin
Sun Aug 17, 2008 12:08 am
Forum: Feature Requests
Topic: Random Starting Locations
Replies: 5
Views: 11941

Random Starting Locations

This is an obvious one. Every time a game is started, each players starting location should be random. This is what they do in all commercial RTS games and prevents players from knowing exactly where his opponents are.
by NoSpin
Sat Aug 16, 2008 9:10 pm
Forum: Feature Requests
Topic: Changing apearance of farmable land
Replies: 8
Views: 17378

Re: Changing apearance of farmable land

has there been any progress on this?
by NoSpin
Sat Aug 16, 2008 9:04 pm
Forum: Feature Requests
Topic: Rocks must DIE
Replies: 5
Views: 10727

Re: Rocks must DIE

Inasmuch, have you built any maps before? The great wall of china that you speak of: the editor auto generates a map for you to start with and this great wall of china is commonly generated. I have made a few of these maps myself and immediately realized the problem and fixed it. Maybe instead of de...
by NoSpin
Sat Aug 16, 2008 8:56 pm
Forum: Feature Requests
Topic: Full Control
Replies: 7
Views: 13290

Full Control

I understand that you wanted this game to remove all micromanagement. I am going to make suggestion that some of you are not going to like, but I believe it still stays within your original goal. Allow users to fully control the units, or manually assign them to a particular job. If we need to make ...
by NoSpin
Sat Aug 16, 2008 8:55 pm
Forum: Feature Requests
Topic: New AI
Replies: 3
Views: 9758

New AI

Has anyone noticed how much difficulty the AI has with resources growing out of control? Has anyone attempted to make an AI that is able to handle overgrowth with walls or clearing areas? It would be interesting to see an AI that can tackle the bigger island maps that require clearing areas to colon...
by NoSpin
Sat Aug 16, 2008 8:55 pm
Forum: Feature Requests
Topic: Salt
Replies: 10
Views: 17732

Salt

Clearing areas is very difficult especially when workers few workers are assigned. Salt I understand kills off grass, it would be useful if the workers did something like laying down salt after clearing to slow down regrowth. Adding code that, for example, would prevent anything from growing back fo...
by NoSpin
Sat Aug 16, 2008 8:55 pm
Forum: Feature Requests
Topic: Minimum and Maximum Workers
Replies: 4
Views: 10496

Minimum and Maximum Workers

I just thought of a good solution to the priority problem. We currently have a slider that assigns the maximum number of workers that will work on a building. Add another slider for the minimum! This is obviously one that would be used as infrequently as possible. But when something is a priority mo...
by NoSpin
Sat Aug 16, 2008 8:53 pm
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52554

Re: Roads

if we let them implicitly lay down trails, then trails will end up on farms, and the resources will not grow back. Explicit roads is the answer, we need more tools to handle resource overgrowth and this will help. As far the strategies allowed by creating roads on opponents bases, we can do that alr...
by NoSpin
Sat Aug 16, 2008 8:50 pm
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52554

Re: Roads

its not poop, they lay down scent trails.
by NoSpin
Sat Aug 16, 2008 8:47 pm
Forum: Feature Requests
Topic: Micromanagement Due To Resources
Replies: 4
Views: 11755

Micromanagement Due To Resources

Micromanagement is bad right? I know I have said this before, but how much time do we spend laying down forbidden zones to prevent over farming? The main problem is the time we spend making sure the checkered brush matches up with the forbidden zones we have already placed. We need a new flag. Make ...