Search found 262 matches
- 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...
- 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.
- Thu Aug 24, 2006 9:41 pm
- Forum: Feature Requests
- Topic: Roads
- Replies: 39
- Views: 52528
- 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...
- 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...
- Sun Aug 13, 2006 6:17 pm
- Forum: Feature Requests
- Topic: for discussion: remove the area's
- Replies: 17
- Views: 32093
- 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)
(if you have more of that)
- 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.
- 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...
- 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...
- 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...
- 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...
- Wed Jul 19, 2006 11:06 pm
- Forum: Help
- Topic: Trading with Markets
- Replies: 8
- Views: 7732
- 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...
- 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 ...