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?
Search found 81 matches
- Tue Aug 19, 2008 4:30 am
- Forum: Feature Requests
- Topic: Salt
- Replies: 10
- Views: 19017
- Tue Aug 19, 2008 4:26 am
- Forum: Feature Requests
- Topic: New AI
- Replies: 3
- Views: 10966
Re: New AI
I haven't played Nico yet. I will try a game against him.
- Tue Aug 19, 2008 4:22 am
- Forum: Feature Requests
- Topic: Minimum and Maximum Workers
- Replies: 4
- Views: 11659
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.
- Sun Aug 17, 2008 10:02 pm
- Forum: Bugs
- Topic: Micromanagement and Work Stoppage
- Replies: 4
- Views: 10472
Re: Micromanagement and Work Stoppage
Excellent! Once it is out I will definitely check it out.
- Sun Aug 17, 2008 10:00 pm
- Forum: Feature Requests
- Topic: Full Control
- Replies: 7
- Views: 14556
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...
- Sun Aug 17, 2008 12:08 am
- Forum: Feature Requests
- Topic: Random Starting Locations
- Replies: 5
- Views: 13180
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.
- Sat Aug 16, 2008 9:10 pm
- Forum: Feature Requests
- Topic: Changing apearance of farmable land
- Replies: 8
- Views: 18772
Re: Changing apearance of farmable land
has there been any progress on this?
- Sat Aug 16, 2008 9:04 pm
- Forum: Feature Requests
- Topic: Rocks must DIE
- Replies: 5
- Views: 11858
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...
- Sat Aug 16, 2008 8:56 pm
- Forum: Feature Requests
- Topic: Full Control
- Replies: 7
- Views: 14556
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 ...
- Sat Aug 16, 2008 8:55 pm
- Forum: Feature Requests
- Topic: New AI
- Replies: 3
- Views: 10966
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...
- Sat Aug 16, 2008 8:55 pm
- Forum: Feature Requests
- Topic: Salt
- Replies: 10
- Views: 19017
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...
- Sat Aug 16, 2008 8:55 pm
- Forum: Feature Requests
- Topic: Minimum and Maximum Workers
- Replies: 4
- Views: 11659
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...
- Sat Aug 16, 2008 8:53 pm
- Forum: Feature Requests
- Topic: Roads
- Replies: 39
- Views: 55339
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...
- Sat Aug 16, 2008 8:50 pm
- Forum: Feature Requests
- Topic: Roads
- Replies: 39
- Views: 55339
Re: Roads
its not poop, they lay down scent trails.
- Sat Aug 16, 2008 8:47 pm
- Forum: Feature Requests
- Topic: Micromanagement Due To Resources
- Replies: 4
- Views: 12933
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 ...