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
Search found 262 matches
- 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
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
- 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...
- 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
greetings, 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...
- 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...
- 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.
- 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
- 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
greetings, 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...
- 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
- 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...
- 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. ...
- 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...
- 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...