Search found 262 matches

by Giszmo
Thu Aug 24, 2006 11:43 pm
Forum: Feature Requests
Topic: Warehouses
Replies: 23
Views: 22438

ooops

hi sorry i voted no. don't know how to undo that :/ actually we have such a thing. the market. just that it is only for fruit and doesn't work well yet. conceptually i would vote to make the markets hold 400/600/800 units of any kind of ressource in level 1/2/3 (least upgraded market?) per player on...
by Giszmo
Thu Aug 24, 2006 10:46 pm
Forum: Feature Requests
Topic: Building Zones
Replies: 1
Views: 4477

that's what i suggested somewhere else (forum or ml). It's on my http://globulation2.org/wiki/Wishlist now.
by Giszmo
Thu Aug 24, 2006 9:41 pm
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52528

micromanagement is unwanted in glob2. that's a paradigm. well and roads would have to get built without a big need to do so in my eyes. we can solve problems better than with roads.
by Giszmo
Thu Aug 24, 2006 9:02 pm
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 52528

No

Hi I voted "no" as I see :cry: a big risk of micromanagement :cry: paved all over bases I also think it is a cheap hack for the clearing areas that don't work. I'd rather want those to be more like flags. each overgrown clearing square requests a worker like a flag with range 1 would do. I...
by Giszmo
Sun Aug 13, 2006 11:47 pm
Forum: Feedback
Topic: New player
Replies: 1
Views: 9480

Second: If there is some need of help with translation to Italian I'm here. Wink Go ahead! I've seen some italien translations in the wiki recently but didn't patrole it as i don't understand a word of italien. Third: where can I post maps proposals? There is yet to be done a system where you can n...
by Giszmo
Sun Aug 13, 2006 6:17 pm
Forum: Feature Requests
Topic: for discussion: remove the area's
Replies: 17
Views: 32093

we should make clearing areas active (1 worker per ressource to be cleared) and abandon clearing flags.
by Giszmo
Wed Aug 02, 2006 11:33 pm
Forum: Strategies
Topic: Time to be evil!
Replies: 9
Views: 18065

http://globulation2.org/wiki/AIEvil
(if you have more of that)
by Giszmo
Wed Aug 02, 2006 11:31 pm
Forum: Deutsch
Topic: Werben auf anderen Seiten ...
Replies: 1
Views: 8237

kannst du derartiges auch bitte im http://globulation2.org/wiki/Trackback vermerken? dann wissen wir auch immer, wo wir updates melden sollten.
by Giszmo
Sun Jul 30, 2006 11:43 pm
Forum: Feature Requests
Topic: Generally Agreed Upon Ideas
Replies: 2
Views: 5735

Who agreed upon building level thing??? I didn't. who would ever train his units to be good swimmers (3 pools) on island maps like 4 squares?? I like it just the way it is now. Construction sites: They now assign up to 2 times the units needed to complete. that's a reasonable limit as some may get h...
by Giszmo
Sat Jul 22, 2006 12:16 pm
Forum: Feature Requests
Topic: upradeing globs should take longer
Replies: 16
Views: 25781

Therefore, a glob that has had no schooling before would take a lot longer than a level 3 glob to go through a level 3 school. That's exactly how it is done now. Sorry for not posting earlier. I guess this thread should be closed as many of the ideas (my starting post in the first place) have alrea...
by Giszmo
Sat Jul 22, 2006 12:09 pm
Forum: Ideas
Topic: Construction Overwork
Replies: 12
Views: 19320

it's not as easy as that. in the wavefront-algo globs are navigating to wheat by walking down on a globally defined mountain whereas water-level is wheat by definition. little example: 54321W1234 5432111234 5432222234 4433333334 4333333333 3222222222 2211111111 111wwwwwww wwwwwwwwww So in order to h...
by Giszmo
Thu Jul 20, 2006 11:12 pm
Forum: Ideas
Topic: Construction Overwork
Replies: 12
Views: 19320

within the wave front system you know distances from every spot to for example closest wheat. but you don't know where that closest wheat would be and if it still will be there when you reach it. so as long as there is no one-way automatism in place like i proposed at http://globulation2.org/wiki/Wi...
by Giszmo
Wed Jul 19, 2006 11:06 pm
Forum: Help
Topic: Trading with Markets
Replies: 8
Views: 7732

by Giszmo
Wed Jul 19, 2006 11:05 pm
Forum: Ideas
Topic: Construction Overwork
Replies: 12
Views: 19320

when the glob takes the job it knows how far it is to the wood. it does not know if it will turn hungry walking there because it has no traffic radio. it also doesn't know how far it is to the construction site afterwards. at this point pathfinding is greedy. go to closest wood first. then go to the...
by Giszmo
Wed Jul 19, 2006 10:19 am
Forum: Help
Topic: Trading with Markets
Replies: 8
Views: 7732

I have been unable to make market trading work correctly. Same here. We haven't been able to make that building into a worthy element of the game. So for now please just ignore it . I hope for 1.0 we don't forget to either take it out or provide it with a function (ressource teleporter would be my ...