Search found 42 matches
- Sat Aug 26, 2006 3:36 am
- Forum: Feature Requests
- Topic: for discussion: remove the area's
- Replies: 17
- Views: 31605
I think we should make the clearing area's for building upgrade/construction active, but leave the normal ones passive. Passive clearing areas allow for busy areas to be kept tidy without using up workers. If you need something cleared NOW , use a clearing flag. A passive building upgrade field won'...
- Sat Aug 26, 2006 3:30 am
- Forum: Feature Requests
- Topic: Simple changes that might deepen strategy
- Replies: 45
- Views: 45326
- Sat Aug 26, 2006 3:25 am
- Forum: Feature Requests
- Topic: Simple changes that might deepen strategy
- Replies: 45
- Views: 45326
There is a question of balancing in combat. I haven't tried this so I can't say as to whether it works (I am currently in the process of overhauling my distro, and don't have a working install, currently waiting for libsdl to finish so i can satisfy dependencies) but you could set an explorer with g...
- Sat Aug 26, 2006 2:55 am
- Forum: Feature Requests
- Topic: Warehouses
- Replies: 23
- Views: 22343
keep them seperate
I like the market as is, and voted yes because I think the warehouse should be added as a seperate building. Maybe make it upgradable normally, but after level three upgrade continue to allow upgrades, increasing the perimeter by one in each direction each time, and adding an additional amount of re...
- Sat Aug 26, 2006 2:14 am
- Forum: Feature Requests
- Topic: Roads
- Replies: 39
- Views: 51918
A different take
What if you included roads, but the user wouldn't build them? Say a new class of objects is created, which are 'civilization improvements.' They require certain construction levels to build and ?maintain? and are worked on by units which are free from duties to buildings. For roads you could add a d...
- Mon Aug 07, 2006 7:44 am
- Forum: Help
- Topic: Quick Question
- Replies: 2
- Views: 5059
Haven't posted a bug report because my wireless card driver is acting up :cry: Upon further reflection, however, I remembered that xgl is set up on that machine. If anyone else is willing to try it, if I'm correct it's likely a problem with the xgl software, which is after all still alpha stage and ...
- Sat Aug 05, 2006 4:03 am
- Forum: Feature Requests
- Topic: for discussion: remove the area's
- Replies: 17
- Views: 31605
upgrading buildings
The idea of automatic clearing areas around upgrading pools, racetracks & inns (and any other buildings that I forgot) would be a huge improvement. Maybe make it so that when you tell it to upgrade it tells the units to clear any obstructing resources? You would have to rewrite the upgrade size ...
- Sat Aug 05, 2006 3:44 am
- Forum: Feature Requests
- Topic: Simple changes that might deepen strategy
- Replies: 45
- Views: 45326
- Sat Aug 05, 2006 3:25 am
- Forum: Help
- Topic: Trading with Markets
- Replies: 8
- Views: 7717
cool
Thanks a bunch for clearing that up, it sounds like it will be really cool once it starts working, tho I'll have to redownload it for windows and debian
- Mon Jul 24, 2006 7:23 pm
- Forum: Help
- Topic: Quick Question
- Replies: 2
- Views: 5059
Quick Question
Just checking before i post this on the bug tracker, when I run glob2 with OpenGL, as the game progresses, more and more textures are replaced by white squares. My machine is a Pentium 4 with Hyper-Threading, a GeForce 5200 AGP graphics card, running Gentoo Linux. Is this a known issue, because it s...
- Wed Jul 19, 2006 12:06 am
- Forum: Help
- Topic: Trading with Markets
- Replies: 8
- Views: 7717
Trading with Markets
I have been unable to make market trading work correctly. I have tried every combination of selections I can think of and nothing seems to work. Can someone explain what the symbols mean and how to use them to trade fruit?
- Sat Jun 17, 2006 6:58 am
- Forum: Strategies
- Topic: Joey Campaign #6
- Replies: 14
- Views: 112802