Globulation 2

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It would be nice if Globulation 2 had...

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  1. resident

    a smaller worker that lives in a building we can call a house, it can be upgraded to a warrior or worker in schools or camps at different levels of happyness (see below )
    you get 5 prestige for resident, counting the ones who convert to a warrior or worker. you can produce 2 resident per 2 resident but you can only produce as many as your total number of slots, 4 slots per a house. houses are the only things that produce residents but you start with two residents in you first 2 houses. the first (pre-made) residents don't…

    4 votes
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      2 comments  ·  Flag idea as inappropriate…  ·  Admin →
    • remove the cheat/bug

      remove teh cheat or bug that is allowing people on the multiplayer server to place down your zones (dude kept putting forbidden zone over my food areas and writing messages to my screen with them)

      4 votes
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        2 comments  ·  Flag idea as inappropriate…  ·  Admin →
      • Stuff we must have! (eventually)

        1. Some single player campaigns
        2. Better AI
        3. Gates, so you don't have to destroy your walls to walk through them
        4. Flying military units, or the ability to train warriors to fly
        5. Larger maps
        6. Optional game hints
        7. More types of resources, rather than just wheat, algae, wood, stone, and three types of fruit
        8. "Specialists", like builders, bombers, farmers, etc.

        4 votes
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          1 comment  ·  Flag idea as inappropriate…  ·  Admin →
        • Playable in the browser

          Would be awesome.

          4 votes
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            0 comments  ·  Flag idea as inappropriate…  ·  Admin →
          • Text mode game

            Where I can test my AIs without GUI (at high speed, so I can test if my AI would won the game or loose). I need that feature for my research because I'm using neuroevolution approache.

            3 votes
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              0 comments  ·  Flag idea as inappropriate…  ·  Admin →
            • Force March Option

              A clickable (whatever) option for Flags, construction (not maintanence), and various other things that tells your globs to answer this flag/construction in favor of ''hunger or death'', VERY useful, and even necessary when building or attacking beyond the edge of your glob's hunger thresholds. The default is obviously "false", this option is only for when the player gains strategic advantage from the risk / sacrifice of his globs for a purpose (one way suicide attacks, constructing inns REALLY far from the base).

              3 votes
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                1 comment  ·  Flag idea as inappropriate…  ·  Admin →
              • New Building: Armory

                * A building that manufactures a set of "weapons" and then carries them. The building consumes wood and/or stone, and constructs so many "weapons" when it receives these (say 2-3 weapons per a wood and stone). Warriors, and explorers can then go to this building to get weapons. This improves or allows for certain attacks. For instance, bombers might result not from such special training but rather the equipping of explorers with ammunition (Though their effectiveness may vary greatly with training).
                * Warriors alternatively may gain a mild ranged attack, and/or improved melee attack (this may require reducing bonuses from…

                3 votes
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                  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                • New Building: Raft/Sand platforms

                  * Creates floating raft spots on water, much like little wall spots on land. Raft spots use 1 wood each, and have much less hp/armor than walls (they aren't walls!). The general purpose here is that raft spots should be buildable upon, thus allowing floating buildings...useful when forward bases are needed on a map with lots of water. It can also improve build area of a player... though at an additional cost of 1 wood per a spot of area that building uses. (Either this, or allow floating buildings).
                  * A similar building "spot unit" should be available for sand…

                  3 votes
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                    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                  • Remove the 1024 unit limit

                    On local games with maps at 256x256, it would be nice if the 1024 unit limit were removed (or at least doubled)

                    3 votes
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                      started  ·  4 comments  ·  Flag idea as inappropriate…  ·  Admin →
                    • unit:engineer

                      to get an engineer, it can repair the buildings faster.

                      3 votes
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                        0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                      • Improved Pathfinding

                        * identify one-wide passages (every square accessible from 2 of 8 directions is part of a one-wide passage)
                        * trigger when a glob moves within a passage
                        * make the passage propagate gradients in one way only so other globs will be forced into the same direction.
                        * when the last glob leaves the passage open it again for both directions
                        although i guess the above would dramatically improve pathfinding without the need of human assigned one way areas as proposed earlier there remain special cases:
                        *differently fast globs:faster globs will not be allowed to ignore the global gradient due…

                        3 votes
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                          0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                        • Barbarians and Warriors

                          Barracks should have a new unit.
                          In the game there is a bar for Warrior, Worker, and explorers.
                          Well once you click the barrack you can decide to choose to make.

                          Once you enter the screen there are 2 bars.
                          The left side of the bar will be the warrior production determined by percent..
                          |----------------------------0-------------------------------|
                          <--Warriors-------------> <---------------Barbarian-->
                          The Second will be a Barbarian. Also determined by its
                          Here is its stats:
                          Armour: 25 minus 20 the last time they ate fruit at a inn.
                          Damage: 16-58, depending on training.
                          Vision Range:2
                          Hungry Threshold:40%
                          Speed: Slow

                          Even though the barbarian exceeds…

                          3 votes
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                            0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                          • Fertility - STOP!

                            Current fertility system must be changed, it sucks.
                            Currently fertility is calculated at the moment the map is saved in map editor, and it doesn't have any influence but only for your view. It is caluclated basing on the wheat's and water position at the moment when map is saved. But position of wheat may change!! I suggest to change "fertility" to "watered" (I might have spelled it wrongly) because it doesn't change! Wheat can be eaten or it can grow! It isn't also affected with "no growth area". It would collide with transplanting idea, my wouldn't. that's why I…

                            3 votes
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                              0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                            • food sharing function

                              What if workers and soldiers could interact socially like ants? Workers could "feed" soldiers during battle, or share their food with other workers upon contact. They would do the "picking up" movement simultaneously and some food reserves would be donated to the one in need. The rule might be that sharing only takes place when one of them has >90% food, and the other <40% or something. I'd love to see this principle! It would be like an "overall task" which basically all ground units can be asigned to: "sharer / non sharer / soldier supporter". There also could be…

                              3 votes
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                                0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                              • Don't kill the globs inside building if it collapses!

                                First: I think that this problem may be resolved in at least 3 ways:
                                1) the more a building is damaged the less % of all available spaces for globs it has. at 20% of health it won't have any - building dangers with collapsing and is too dangerous to use :P
                                2) if the building is attacked - all inside evacuates
                                3) if the building is destroyed - all inside with 30% of current health leave the building

                                3 votes
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                                  4 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                • Management Tab

                                  We don't need 2 stats tabs! I suggest we merge the two stats tabs and use the new tab as a "management" tab with the following options:

                                  - Set farming style (checkered/spaced/farm all) for wheat and wood (separately)
                                  - 3 sliders to control where your warriors walk:
                                  --- Internal (initially 50%)
                                  --- Edge (initially 50%)
                                  --- Rampage (initially 0%, for those last buildings in endgames)
                                  - The "bell" that calls all workers inside (like age of empires)
                                  - Global priority sliders (in addition to the local priorities)
                                  --- Harvest: collecting food for inns/swarms
                                  --- Economy: building inns/swarms
                                  --- Defense: building…

                                  3 votes
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                                    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                  • Cliffs

                                    Since as a map maker I really want to create artificial impression of height.
                                    idea from: http://glob2.uservoice.com/forums/4988-globulation-2/suggestions/155694-many-simple-ideas
                                    Ok so here how it works:
                                    will be needed cliffes and only cliffes: (height probably 2, wide 1 (tiles)) when turret shoots down the cliff, the field where lies cliff tile is not counted (as bullet has it, let's call it, - "fuel" which is range of the range of the turret and uses one of fuel per every field it has to fly over. Over cliffes when it shoots down it shouldn't loose it, when it shoots up evey tile of cliff…

                                    3 votes
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                                      1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                                    • New food: algae

                                      Currently, water is not so much used. We could imagine a new food based on algue, requiring level 3 globs to collect. Algue would be consumed much more quickly than fruits and would be another factor to make units convert to your team.

                                      3 votes
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                                        0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                                      • Targets on assault flags

                                        Adding a feature that allows you to specify a single type of building that the attackers should focus on when attacking buildings within the attack-flag radius.
                                        This will enable easier tactical assaults, for example taking out the opponents inn's in order to convert his globs, or taking out the defensive towers before the non-lethal buildings.

                                        Technically this is a feature that reduces managing when placing the assault-flag.

                                        3 votes
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                                          1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                                        • New building: Armoury

                                          It's a building that upgrades armour on any type of unit. A level 1 armoury adds 5 armour to a unit,a level 2 armoury adds 10 armour to a unit,and a level 3 armoury adds 15 armour to a unit. Even workers may get armour.

                                          3 votes
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                                            0 comments  ·  Flag idea as inappropriate…  ·  Admin →
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