Search found 262 matches
- Wed Jul 19, 2006 10:13 am
- Forum: Ideas
- Topic: Construction Overwork
- Replies: 12
- Views: 19056
actually that is wanted behaviour. the limit now is [ressources needed]x2 and i guess that makes sence as globs get hungry at work, get hurt and have to do vital suply-jobs (towers, inns, swarms and later maybe market). but you are warmly welcome to contribute anyways ;) if there's a better estimato...
- Sat Jul 08, 2006 1:18 am
- Forum: General Discussions
- Topic: AIWarrush is back!
- Replies: 2
- Views: 9133
nice to hear warrush is back
hi EP i liked AIWarrush at the time it was in the cvs. nice to hear it will be continued. telling from your aftermath i guess it does fruits now. how is a one on one against nicowar? on 4squares? on playground? on triangie (no-fruit-version of triangle)? i'm curious and sad that i can't compile cvs ...
- Thu Jun 15, 2006 5:51 pm
- Forum: Feature Requests
- Topic: download maps from the game with rating
- Replies: 1
- Views: 4689
I noted some more profound thoughts on that topic under:
http://globulation2.org/wiki/Wishlist#Giszmo.27s_Wishes
http://globulation2.org/wiki/Wishlist#Giszmo.27s_Wishes
- Tue Jun 13, 2006 8:27 am
- Forum: Help
- Topic: hi and ..a question
- Replies: 3
- Views: 5661
- Thu May 25, 2006 2:18 am
- Forum: Feature Requests
- Topic: upradeing globs should take longer
- Replies: 16
- Views: 25762
Theres still got to be some other use for the trees because once your base is established you really have no need for them and they start to overcome you. So? I love the fact that the 3rd opponent can be nature itselfe. I even created maps with so small islands and many resources that you have trou...
- Wed May 24, 2006 1:18 pm
- Forum: Feature Requests
- Topic: upradeing globs should take longer
- Replies: 16
- Views: 25762
I like the fact that ressources are on the one hand needed but on the other they are a pain if you need to get along with them growing too fast. So I wouldn't change on that. The AI has to deal with it (and Nicowar does deal with it pretty well). What we could do is to improve clearing-areas in a wa...
- Mon May 15, 2006 9:41 pm
- Forum: Help
- Topic: Can't join online game with XP
- Replies: 5
- Views: 13167
problems on xp
hi ridehard most likely you didn't do anything wrong. but in order to help you (by improving the game for all) some more information would be needed. what version are you playing? 0.8.19? older? are you behind a firewall? proxy? nat? what exactly makes you think you can't join a game? do you click o...
- Mon May 08, 2006 10:12 am
- Forum: Feature Requests
- Topic: should default war flag settings be changed?
- Replies: 9
- Views: 15751
i hope this change is only temporary
as mentioned before i strongly suggest to implement a solution without some advanced settings thing as this makes it more complicated than needed. i believe it comes more natural if settings are stored as default every time i change them for an item. so if i change the proportions of units produced ...
- Sat Apr 22, 2006 3:21 pm
- Forum: Feature Requests
- Topic: should default war flag settings be changed?
- Replies: 9
- Views: 15751
why not store some prototype data for each kind of flag so that new flags of the same kind get initialized with that prototype whereas the prototype gets updated when you change a flag. clearing-flags: i always have to make them clear wood only, 3 workers, smaller size. Once done i want new clearing...
- Sat Mar 11, 2006 9:08 am
- Forum: Feature Requests
- Topic: Random Map Generator
- Replies: 4
- Views: 6439
random maps
hi u 2 Random map generation is in since a very long time and those newest mapgenerators got in in january this year by me. Unfortunately there are still things missing but as i have a 45h job now, i rarely get to glob2 at all so i stopped developement. This map generator as is fits only as a start ...
- Mon Jan 23, 2006 1:31 pm
- Forum: Tournaments!
- Topic: The first ever Globulation 2 Tournament!!!!
- Replies: 17
- Views: 24484
why tournament? why not ranking without time-limit?
i like systems where you redistribute the same numbers all the time. so every player starts with 0 points and depending on their difference they redistribute their points. basically taking the likelyness of the result as a messure would work. so if a top rated wins against the last, almost no points...
- Sun Jan 08, 2006 1:43 pm
- Forum: Feature Requests
- Topic: Cost of the swarm needs to be changed
- Replies: 18
- Views: 24527
how about air attack?
if the now fewer swarms get attacked by air-units there's virtually no way to counter this as the best or only counter now is to produce explorers as well. so explorers will go for the swarms only. other buildings can be made very resistant by upgradeing. why not make the swarms almost immune to air...
- Sat Jan 07, 2006 1:26 pm
- Forum: Feature Requests
- Topic: fruits too powerfull??
- Replies: 8
- Views: 22462
fruits too powerfull??
there's a discussion comeing up again and again that should somehow be decided in a wider scope. Are fruits too powerfull? if yes, what should be done against that? if no, why do people think it is too powerfull? a way would be to count free places in inns like fruits. so 3 free places count like 1 ...
- Mon Jan 02, 2006 2:16 pm
- Forum: Strategies
- Topic: Levels needed
- Replies: 11
- Views: 21842
ahh :)
ok that might explain these progresses that start at 50%. but as this looks like a bug to me i sugest to somehow lable it primary/high/phd or so. other solution (what i expected to happen) is to let them walk outside, watch if they are urgently needed (or the school is sheduled for upgrade, what i d...
- Mon Jan 02, 2006 2:10 pm
- Forum: Feature Requests
- Topic: guard area should disappear when a warrior reaches it
- Replies: 3
- Views: 5696
i know your sig ;)
it was more of an attempt to improve the warflags than the guard area that does not at all work for guard-purpose. someone mentioned it should be something like 1 warrior per square but i guess that's not easy to do with the concept of gradients if you don't make it put a warflag per tile internally...