Search found 141 matches

by Donkyhotay
Sat Sep 02, 2006 8:45 am
Forum: Feature Requests
Topic: Setting Priorities
Replies: 3
Views: 5536

Besides, I kind of like having globs not do EXACTLY what you want them to do. It's more like a real war. Your a general that gives commands on what to do but it's up to your soldiers/liutenants to decide HOW your commands should be carried out. Sometimes they're going to do things perfectly right, s...
by Donkyhotay
Thu Aug 31, 2006 8:13 am
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52554

Well, NCT and nuage started it but I think they recently handed the reins over to genix which would make him the top admin of the project right now and give him the final say. Realistically though, if you have the skills to do something then go ahead and do it. People will try it out in the CVS vers...
by Donkyhotay
Thu Aug 31, 2006 12:16 am
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52554

NoSpin wrote:Who makes the final decision on whether or not it gets it the current version?
ROFL! The person that takes the time to write the code of course! (c:
by Donkyhotay
Wed Aug 30, 2006 9:19 pm
Forum: Feature Requests
Topic: Warehouses
Replies: 23
Views: 22441

realism?

Hmm... i like the realism of the non global warehouses. I see your point it is not a big use without it being global. How about workers are able to carry more resources when they pick it up from a warehouse (because the warehouse puts it in boxes or something). Lets say they can carry double the no...
by Donkyhotay
Wed Aug 30, 2006 9:13 pm
Forum: Feature Requests
Topic: for discussion: remove the area's
Replies: 17
Views: 32104

warcraft1

Warcraft1 MANDATED roads, your probably thinking of warcraft2. All buildings had to be touching a road and roads themselves could only be built touching another road so you couldn't build outposts unless you built a really long road to it. Roads were built by the town hall (not the peon/peasents) to...
by Donkyhotay
Mon Aug 28, 2006 12:02 pm
Forum: Feature Requests
Topic: Warehouses
Replies: 23
Views: 22441

just so long as it's global like the market is now.
by Donkyhotay
Mon Aug 28, 2006 4:15 am
Forum: Feature Requests
Topic: Warehouses
Replies: 23
Views: 22441

I still think having a non-global storage system is pointless. I mean, think about it. Unit A goes and gets a resource and takes it to the warehouse. Unit B goes to same warehouse and picks up that resource to take it where it needs to go. It's much more efficient to have only one worker go out and ...
by Donkyhotay
Mon Aug 28, 2006 4:08 am
Forum: Feature Requests
Topic: Simple changes that might deepen strategy
Replies: 45
Views: 45445

unless something has changed, explorers CAN hurt warriors but only when they have eaten fruit. As I remember when a warrior eats fruit it lowers it's armor rating which is to balance the power of fruit. So feeding a ton of fruit to your warriors will prevent them from being stolen but makes them eas...
by Donkyhotay
Fri Aug 25, 2006 6:22 am
Forum: Feature Requests
Topic: Simple changes that might deepen strategy
Replies: 45
Views: 45445

Bad idea, it would make the explorers ground attack pointless. Warriors have more hit points and would win in a direct fight. It would become pointless to build fighting explorers and it would turn the game into a warrior slugfest. The problem right now is whoever gets explorers first wins because t...
by Donkyhotay
Fri Aug 25, 2006 6:08 am
Forum: Feature Requests
Topic: New Units
Replies: 5
Views: 6405

game needs new units

This game needs new units. I don't know if I would have many attacking units though. Archers are possible but if so it would need limited shots (similar to what I've been proposing with explorers). One unit I think would be cool is what NCT has on the wishlist is a "shadow" unit that goes ...
by Donkyhotay
Fri Aug 25, 2006 6:02 am
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52554

yes

I feel having roads would be beneficial to preventing overgrowing resources. Roads would not be micromanagement (at least no more then walls currently are) as you simply drag and drop. One thing I would like would be for roads to be buildable. This way you can pave your town and be able to build on ...
by Donkyhotay
Fri Aug 25, 2006 5:59 am
Forum: Feature Requests
Topic: Warehouses
Replies: 23
Views: 22441

no

I said no because this is essentially what the market is. I feel that rather then making a whole new building we should just expand the market to store other resources.
by Donkyhotay
Wed Aug 23, 2006 10:15 pm
Forum: Feature Requests
Topic: Simple changes that might deepen strategy
Replies: 45
Views: 45445

I was suggesting keeping explorer splash damage but rewriting it so it doesn't affect buildings.
by Donkyhotay
Wed Aug 23, 2006 7:24 am
Forum: Feature Requests
Topic: Simple changes that might deepen strategy
Replies: 45
Views: 45445

One problem with this only allowing explorers to hit units is the game essentially ends at the same time it just takes longer. Workers get wiped out, no new resources come in, no protection when warriors take out buildings. Another solution would be to create a new building (call it an aviary for no...
by Donkyhotay
Fri Aug 18, 2006 9:14 am
Forum: Feature Requests
Topic: Cost of the swarm needs to be changed
Replies: 18
Views: 24541

AI development is one of the biggest projects in this game. If you look in the CVS version there are alot of different AI's in varying degrees of stability. Choosing to just "make it tougher" is easier said then done.