Time to be evil!
Time to be evil!
Lets take a hint from the evil doers:
1) Place wall construction sites arround enemy swarms while they still have no warriors, for the win!
2) Ally with your opponent, and swiftly move your warriors into place arround enemy inns, then un-ally with them to let your warriors raise hell
3) By placing wall construction sites near enemy towers, you can keep them occupied
4) You should always use forbidden zone on any ressource that drops to 1
1) Place wall construction sites arround enemy swarms while they still have no warriors, for the win!
2) Ally with your opponent, and swiftly move your warriors into place arround enemy inns, then un-ally with them to let your warriors raise hell
3) By placing wall construction sites near enemy towers, you can keep them occupied
4) You should always use forbidden zone on any ressource that drops to 1
Globulation 2? Wtf? Why not Globulation 3D!!!
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- Warrior
- Posts: 55
- Joined: Thu Dec 22, 2005 11:39 pm
I used walls against an opponent in a recent multiplayer game, to bog down their warriors. Unfortuantely their warriors were totally incompetent and many of the walls weren't even destroyed. 

To feed good generals, you need good food. To grow good food, you need good pastures. To capture good pastures, you need good generals.
- Donkyhotay
- Warrior
- Posts: 141
- Joined: Sat Mar 04, 2006 4:03 am
hey elvish
Are you the same elvish pillager I occasionally see on gate88?
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- Warrior
- Posts: 55
- Joined: Thu Dec 22, 2005 11:39 pm
Re: hey elvish
Yes, except that you don't see me on Gate 88 anymore, because there's no PPC Linux version of Gate 88. Sheesh...Donkyhotay wrote:Are you the same elvish pillager I occasionally see on gate88?
To feed good generals, you need good food. To grow good food, you need good pastures. To capture good pastures, you need good generals.
http://globulation2.org/wiki/AIEvil
(if you have more of that)
(if you have more of that)
Re: Time to be evil!
This is AWFULL, I discovered this strategy too and I think that it's bug, and it shouldn't exist. I think that in new version to make construction site, we make an order for the nearest (he goes there by himself, and immediately) worker glob to do it, and he has to go directly on that place, and than our ordered to build building is started building. (many build words used
)
The second sollution, more problematic is to don't allow to set buildings in fog.

The second sollution, more problematic is to don't allow to set buildings in fog.
Greetings!! ت


Re: Time to be evil!
No, there's a much cleaner solution:
When you order a building, the building site appears 50% transparant to your team and is not at all visible to the enemy. Unlike the way it's done now, you can place buildings even on top of resources and in the black fog. Instead of creating forbidden area, it's a "ghost" construction site which you can assign workers to as usual (it's still a forbidden area, but without the red markers). The assigned workers go there and if there are any resources, they automatically clear them. Then they go get the resources and only when the first worker drops the first resource, the real construction site pops up. Same thing goes for upgrading pool/racetrack: the "old" building is still there in the eyes of the enemy, while a transparant construction site is seen by you. All resources are cleared, and only then, the usual construction site appears.
This would hold many benefits:
- No clearing done manually, all automatically
- Prevents evil n° 1 and 3
- No building in the enemy base whatsoever
- No need to first explore where you want to build
Overall I think it would be an intuitive solution and reduce micro-management (the magic words
).
When you order a building, the building site appears 50% transparant to your team and is not at all visible to the enemy. Unlike the way it's done now, you can place buildings even on top of resources and in the black fog. Instead of creating forbidden area, it's a "ghost" construction site which you can assign workers to as usual (it's still a forbidden area, but without the red markers). The assigned workers go there and if there are any resources, they automatically clear them. Then they go get the resources and only when the first worker drops the first resource, the real construction site pops up. Same thing goes for upgrading pool/racetrack: the "old" building is still there in the eyes of the enemy, while a transparant construction site is seen by you. All resources are cleared, and only then, the usual construction site appears.
This would hold many benefits:
- No clearing done manually, all automatically
- Prevents evil n° 1 and 3
- No building in the enemy base whatsoever
- No need to first explore where you want to build
Overall I think it would be an intuitive solution and reduce micro-management (the magic words

Re: Time to be evil!
I'd like to add to your solution upgrading building: if you can't upgrade it because resources grew next to it (no building) than in the same way, clearing area, ghost building, site. Post it on the feedback forum, please!
Greetings!! ت


Re: Time to be evil!
guys? you know the feedback forum and don't know http://glob2.uservoice.com/pages/4988-g ... as?lang=en ? That's exactly the above mentioned idea plus a meant to prevent globs to have to clear the same spot over and over again.
regards
regards