Search found 262 matches

by Giszmo
Thu Nov 27, 2008 2:46 pm
Forum: Français
Topic: Coucou
Replies: 15
Views: 21956

Re: Coucou

normalement il y a au moins 50 logins par jour. je sais pas s'il y a un problem avec ta versione: 0.9.3 marche avec des ordis windows, linux et macintosh.

t'as quelle version?

Giszmo
by Giszmo
Sat Oct 18, 2008 3:50 pm
Forum: Help
Topic: Regular crashing with 0.9.3 once game gets large
Replies: 2
Views: 8611

Re: Regular crashing with 0.9.3 once game gets large

hi myxiplx,

please report your bug with the map attached to our bug tracker (https://savannah.nongnu.org/bugs/?group=glob2).

To track it down we would need symptoms, the system you are running it at, the exact version of glob2 (glob2 --version) and the savegame to reproduce.

greetings,

giszmo
by Giszmo
Sat Oct 18, 2008 2:18 pm
Forum: Feature Requests
Topic: new unit: Queen globs
Replies: 1
Views: 9553

Re: new unit: Queen globs

sounds like a concept for a new end game unit without having to have more sliders in the swarm. would that queen (there was a queen in glob1) produce maxed out warriors at the price of 20 random clearable resources each only? would it respect forbidden areas? would it navigate autonomiously? ok. how...
by Giszmo
Sat Oct 18, 2008 2:07 pm
Forum: General Discussions
Topic: Defence Towers
Replies: 4
Views: 12206

Re: Defence Towers

i remember having talked about air defense for all buildings. maybe arrows made of papyrus.

greetings, giszmo
by Giszmo
Sat Oct 18, 2008 11:58 am
Forum: Help
Topic: scons: *** [src/FertilityCalculatorThreadMessage.o] Error 1
Replies: 4
Views: 10484

Re: scons: *** [src/FertilityCalculatorThreadMessage.o] Error 1

Hi I copied your bug report to the bug tracker as I can't see the solution neither. The error: must #include <typeinfo> before using typeid can be found in the bug tracker in a fixed bug so i guess it is not simply a missing dependency. See https://savannah.nongnu.org/bugs/index.php?24598 for progre...
by Giszmo
Fri Sep 26, 2008 8:43 pm
Forum: Feature Requests
Topic: New building to lengthen unit stomach and HP bars
Replies: 3
Views: 11514

Re: New building to lengthen unit stomach and HP bars

hi in glob2 some would like to shorten range so supply chain management gets more important. here the idea is that development should be more of a local effect. loosing a base is not loosing the game. in my eyes it would be best if globs could not attack far off their base at all but to strengthen y...
by Giszmo
Tue Sep 23, 2008 2:01 am
Forum: General Discussions
Topic: Add-Ons - Where?
Replies: 5
Views: 10536

Re: Add-Ons - Where?

What kind of 'modding' have you planned to do? Actually the new scripting to come in beta4 should allow to build tricky campaigns.
by Giszmo
Sun Aug 24, 2008 10:04 pm
Forum: Feature Requests
Topic: Salt
Replies: 10
Views: 18428

Re: Salt

other way round: globs turn ground infertile by walking on it and a farming area blocks this efect
by Giszmo
Fri Aug 22, 2008 2:08 am
Forum: Feature Requests
Topic: Converting Enemy Units
Replies: 4
Views: 11868

Re: Converting Enemy Units

units eat where they get the most fruit. if all available inns have the same diversity of fruit they will eat at home. without fruits units rather eat out than die at home.

greetings, giszmo
by Giszmo
Fri Aug 22, 2008 2:05 am
Forum: Feature Requests
Topic: Salt
Replies: 10
Views: 18428

Re: Salt

no destroying of trampled ground in my concept. grass will grow back within 1 min at max. (assume 100 grass-points per tile. 80 grasspoints mean wood and wheat will not grow there. per second the tile will recover 2 grass-points. globs push down 20 grass-points by walking on the tile. to prepare a c...
by Giszmo
Tue Aug 19, 2008 11:01 pm
Forum: Feature Requests
Topic: Salt
Replies: 10
Views: 18428

Re: Salt

i wouldn't agree on a system where roads can be owned. the fading away would go rather fast in my concept and the only benefit of them would be that resources don't grow in. i would prefer an implicit placement with farming areas to mark where the ground should be treated with care. greetings, giszmo
by Giszmo
Mon Aug 18, 2008 11:37 pm
Forum: Feature Requests
Topic: Roads
Replies: 39
Views: 54071

Re: Roads

lol for the poop :) the implicit placement of trampled ground would definitely have to be handled in farms. farming areas would be my choice. a road through the wood: you place a 5 wide road at arbitrary angles. glob2 draws a straight line of clearing area with wall segments at the borders. this wou...
by Giszmo
Mon Aug 18, 2008 11:30 pm
Forum: Feature Requests
Topic: Minimum and Maximum Workers
Replies: 4
Views: 11166

Re: Minimum and Maximum Workers

please comment on the low/medium/high priority feature when glob2 beat4 is out. your proposed solution to the priorities problem is also micro-managingish as it would mean to have to set min counts to zero again by hand. see the other thread of yours where i explain my idea of a priorities concept. ...
by Giszmo
Mon Aug 18, 2008 11:26 pm
Forum: Feature Requests
Topic: New AI
Replies: 3
Views: 10417

Re: New AI

best ai to deal with overgrowth is nicowar. nico also can digg through to an enemy. it has no strategy to settle on overgrown land as far as i know. ais are a very special part of the glob2-code. we have 5 ai all done by different persons so i doubt that there will be an overgrowth-manager planted i...
by Giszmo
Mon Aug 18, 2008 11:23 pm
Forum: Feature Requests
Topic: Rocks must DIE
Replies: 5
Views: 11334

Re: Rocks must DIE

oh! ok. here you are right. i did the random maps generator and know that i have to push certain sliders to the far left in order to get good maps. should have brought that knowledge to the code since long. sorry. will do soon. for now i put it to the bt: https://savannah.nongnu.org/bugs/index.php?2...