Search found 262 matches

by Giszmo
Sat Sep 09, 2006 11:33 am
Forum: Feature Requests
Topic: Simple changes that might deepen strategy
Replies: 45
Views: 45441

Hi I agree on this triangle thing. But to have it triangle, towers would have to be weaker against warriors. It takes some l3 warriors to destroy an l3 tower. fruits: I suggest to make globs carry just one fruit at a time like any other ressource. Think of markets. As soon as they work the way I wan...
by Giszmo
Mon Sep 04, 2006 10:23 am
Forum: Bugs
Topic: glob2 doesn't run
Replies: 6
Views: 13937

hmmm... unless you want to do a java-port, best one that runns as an applet from the website i guess java skills are not really needed in this projekt.
but if you are good at java you must be good at c++ as well. so your help is welcome.

greetings, giszmo
by Giszmo
Sun Sep 03, 2006 4:42 am
Forum: Bugs
Topic: glob2 doesn't run
Replies: 6
Views: 13937

hi i guess this is an issue with openGL. try deleting the .glob2 folder in your home directory. now when u restart gob2 it will have all default values. try running it form a console so you get error output. try windowed mode so it can't hang your pc. hope to hear from you so we can fix it. greeting...
by Giszmo
Thu Aug 31, 2006 5:24 pm
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52514

yoh :)
by Giszmo
Wed Aug 30, 2006 7:58 pm
Forum: Feature Requests
Topic: Setting Priorities
Replies: 3
Views: 5536

every plus on micromanagement means we failed on the main target of this game. rather than an "important" flag in addition to the worker count i guess we should get somewhere close to have these assigned workers to express importance. since .16 we already have an upper bound of workers tha...
by Giszmo
Wed Aug 30, 2006 7:18 pm
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52514

NoSpin wrote:What is everyone's vote on roads?
No roads that look like roads. I vote for my proposed paving areas as they would keep gameplay as is and only reduce micromanagement. But keep in mind that features don't get coded by voting ;)

Greetings, Giszmo
by Giszmo
Sun Aug 27, 2006 2:13 pm
Forum: General Discussions
Topic: http://globulation2.org/awstats
Replies: 2
Views: 10927

http://globulation2.org/awstats

under http://globulation2.org/awstats you can have a statistical look who is interested in glob2. One nice figure is that although the visitors are just as many linux users as microsoft windows users, firefox is used 3 times as often as Microsoft's implementation of a browser.
by Giszmo
Sat Aug 26, 2006 1:02 pm
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52514

One thing though I am curious about... if they cost zero resources just time...... When you set areas out to be paved can units walk over them before they get paved? My opinion: yes if there are no resources on it. Only while paving the square should be forbidden and free. Another thought too.. ins...
by Giszmo
Sat Aug 26, 2006 12:55 pm
Forum: General Discussions
Topic: Worker AI
Replies: 5
Views: 11591

If i have more workers then assigned jobs what do the extra workers do? nothing? yes. If I have a building that needs to be built and only one worker assigned but several extra workers with nothing else to do, will they help out or sit around and do nothing? the second. Lets say I have an inn with ...
by Giszmo
Sat Aug 26, 2006 1:39 am
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52514

What are you talking about? according to my dictionary fastening is the the process of making ground stable so you can use it. Maybe I got something wrong. Making the fastening of the construction site obligatory? Please explain what you meant by this. paving (=fastening) the construction site mean...
by Giszmo
Fri Aug 25, 2006 9:58 am
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52514

Ok. Agreed. How about making fastening of the construction site obligatory. fastening costs nothing but time and avoids ressources to grow in. that would solve another issue like i explained in my wishlist (construct = clear -> fasten -> forbid -> build). i just don't want paved areas to be speed-up...
by Giszmo
Fri Aug 25, 2006 9:47 am
Forum: Feature Requests
Topic: Warehouses
Replies: 23
Views: 22436

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. I agree 100%, but still regret having voted "no" because "yes we need a warehouse. lets call it market!" if it...
by Giszmo
Fri Aug 25, 2006 12:29 am
Forum: Feature Requests
Topic: Warehouses
Replies: 23
Views: 22436

no. markets have no local reservoir. they have a global one. so this is teleportation and is implemented for fruit already. unfortunately it is not smooth yet. now you have to tell each single market to be either importer or exporter per fruit. So a market that is cherry importer can't give away che...
by Giszmo
Fri Aug 25, 2006 12:24 am
Forum: Feature Requests
Topic: New Units
Replies: 5
Views: 6405

carry-alls was a special unit in dune2. it helped out whereever it could by transporting cargo. so a tank that was down to 10% was flewn out of combat zone instead of driving home. all done automatically. and there was no way to prevent those carry alls from grabing a tank under fire to avoid loosin...
by Giszmo
Thu Aug 24, 2006 11:45 pm
Forum: Feature Requests
Topic: New Units
Replies: 5
Views: 6405

i like the unit variety as is. i'd even take the damage from the explorer and make it into a dune2-carry-all ;)