Globulation 2

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It would be nice if Globulation 2 had...

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    1. New Building: Gates

      Essentially this is a building which only the owner (and his ''accepted allies'') can walk through. Takes up four spaces, and is a bit weaker than 4 wall spaces. The purpose of the gate house is to act as a simple simalicrum of a true "gate", allowing the player to wrap his entire town in a protective wall, while still being able to exit that wall.

      274 votes
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      • New Unit: Archer

        I just want a ranged unit. I was thinking that they should have limited shots and then then need to run back to the archery range to refill. Also they should only be for support so a few weakness should be used. They cannot hit moving targets once they fire if the unit moves within a small amount of time they avoid getting hit. Also archers cannot shoot things right next to them.

        243 votes
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        • Paving Areas

          Clearing areas don't work. To make them useful for not just keeping passages free but also improve building placement and upgrading i suggest the following:

          http://www.globulation2.org/wiki/images/7/74/Paved.jpeg

          turn them into paving areas.

          * paving areas will get cleared if needed
          * paving a square costs only time. maybe seconds
          * paving areas request one worker per x unpaved squares
          * paved areas can be walked on
          * paved areas can be built on
          * paved areas block resources
          * paved areas give no speed bonus
          * paved areas can be unpaved
          * paved areas look discreet like in the pic (brown) … more

          120 votes
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            planned  ·  10 comments  ·  Admin →
          • Recall workers during an attack

            One of the best features of AOE is the ability to call the workers into the town hall (or in Globulation 2's case, the swarm) by clicking a button, when they're being attacked. This minmizes casualties and doesn't block warriors from getting where they need to go

            98 votes
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            • Warrior conversion in hospitals

              When a warrior --or any unit actually-- is about to die, it looks for a place in a friendly hospital. I suggest that if there is no such a place, the unit should get converted and reach an enemy hospital with free slots, instead of dying. This would increase the strategic importance of hospitals, especially close to the battlefield, and may provide an alternative mechanism for conversion --no need to rush in a stupid fruit race to survive.

              88 votes
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                planned  ·  13 comments  ·  Admin →
              • Campaigns and capture the flag

                Give the globs a "divine" purpose of sorts. Achieve ultimate goals. Face off maps ready made. In other words add some excitemnt into a rather mundane game, but itis also important to keep the same thread. Offer some natural disasters weather and earth types.

                82 votes
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                • Auto clearing of resources needed to build

                  If I build a building over resources, it should just destroy the resources... or assign a worker to do so for me (from the construction pool if global management above is used). Equally this should be true for upgrading a building. If I destroy all my resources... well... I should have though of that shouldn't I.

                  75 votes
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                  • Earth

                    When an area is walked over frequently, the grass should turn to earth (can be in several stages). This also adds a gameplay element:

                    a) Resources can only grow on grass, so no resources will grow in your frequently walked areas (like your town!)

                    b) Buildings can only be placed on earth, so grass has to be removed first by your workers, so it takes longer to build in a remote area than to build in your town.

                    Grass can grow back of course, and it grows back a lot faster when it's next to a resource (so your resource… more

                    59 votes
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                    • Ability to record and playback a played game

                      * It should be possible to record games to a condensed record file and play them back.
                      ** The recorded games start by with a save-game right at the start of recording and then list all of the orders that took place for each team. It should be simple enough to implement.
                      ** There should be a menu option to start recording right after the game begins
                      ** It should be possible to record net games.
                      ** During playback, the game should keep you from making changes.
                      ** You have no local team, but instead you can choose whos angle… more

                      54 votes
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                        started  ·  giszmoAdmingiszmo (Admin, Globulation 2) responded

                        Beta5 will be released once the replay feature works. It already does work for local games.
                        In contrast to the idea, replays will always be recorded and after the game the player is given an option to save it.
                        A human readable list of commands issued is planned but with low priority. This would mainly help to find a bug in recorded net games.
                        zipping is a non-issue as the map make up for maybe 70% of the replay anyway.

                      • Resource Transplanting

                        Workers should be able to cultivate wheat, forest, algae and mine up new rock. This '''should''' be time consuming and use a lot of work, but this should be allowable. This would reduce concerns on over exploiting a resource, or having it all destroyed. However, doing so should be undesirable except as a necessity. The difficulty of cultivating various resources can very reasonable vary based on which resource it is. Wheat for instance, is a resource that can be legitimately easy to cultivate.

                        52 votes
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                        • Roads

                          * Roads that increase movement speed and decrease hunger costs allowing units to move farther and faster.
                          * No enty roads to avoid the trafic jams between the buildings.
                          * Roads unplaceable before school lvl 2

                          50 votes
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                          • Automining

                            A way to selecting a mining method for wheat and or trees. Once selected the program will auto assign the forbidden zones allowing farming. There should be at least 3 choices (rows, checkered, and knights distance(chess term)). This is important because it will lessen the micromanagement big time.

                            43 votes
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                            • Ships

                              You could build a dock & ships could be built/upgraded on it.Cannons on it would fire at enemy ships and ship flags could make the ship go the the shore of that flag.

                              37 votes
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                              • Upgraded Walls

                                My idea is simple: with a school is possible to upgrade walls to increase hitpoints!

                                34 votes
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                                • Singularity Obelisks

                                  We can have a new building, the singularity obelisk. It would allow any globule to instantly travel to any other obelisk. This would allow the unit to get a shorten way in some situations, for instance to go from one island to another.

                                  This can be not-too-hardly implemented by modifiying the gradient computation system so that when it encounters an obelisk, it looks around all other obelisks belonging to this player or its allies (obelisk sharing being a question to discuss) to see if there is a lower value for its target (or higher, depending the gradient algorithm conventions).

                                  Of… more

                                  33 votes
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                                  • Worker Prioritization

                                    The ability to split your worker force so that certian proportions ''prioritize'' certain activities over others (they will still do any activity). This is so that players don't need to micromanage unit distributions as they apply to specific buildings as much as is now generally required. It ensures that at least a certain fraction of the workers will take care of certain groups of activities, even if assignments overwhelm the number of available workers. This should include:
                                    :*General Chores -- the general chore maintence of buildings (e.g. keeping inns full, feeding the swarm, etc...)
                                    :*Construction/Upgrading -- the construction of buildings,… more

                                    31 votes
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                                    • Increase building hitpoints significantly

                                      Buildings should be tougher than Globs. Really, just think about it. Stab a sword into a person and what happens? Stab a sword into an large wooden house and what happens? Which one is going to die first. Honestly, I don't think any buildings should have less than 400-500 hp (Though some, non-militarily hardened buildings, shouldn't have any armor either!).

                                      31 votes
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                                      • 31 votes
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                                        • Yasgoon: Show Active Games

                                          It should show active games when you are looking for people online, so if you see one or two people and an active game, you don't try to start a game with them.

                                          31 votes
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                                          • Abilitly to view games in progress

                                            Have the abilitly in YOG to look at games in progress, and view ones in progress to see strategies, or just watch.

                                            23 votes
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