Search found 141 matches
- 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...
- 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...
- Thu Aug 31, 2006 12:16 am
- Forum: Feature Requests
- Topic: Roads
- Replies: 39
- Views: 52554
- 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...
- 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...
- Mon Aug 28, 2006 12:02 pm
- Forum: Feature Requests
- Topic: Warehouses
- Replies: 23
- Views: 22441
- 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 ...
- 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...
- 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...
- 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 ...
- 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 ...
- 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.
- Wed Aug 23, 2006 10:15 pm
- Forum: Feature Requests
- Topic: Simple changes that might deepen strategy
- Replies: 45
- Views: 45445
- 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...
- Fri Aug 18, 2006 9:14 am
- Forum: Feature Requests
- Topic: Cost of the swarm needs to be changed
- Replies: 18
- Views: 24541