wasik what are you talking about???? Why the idea twice? Are you talking about globulation2? I was assuming as it all makes no sense (to me), there is spam but then again your idea and comments sound somewhat related to glob2 and don't contain obvious spam.
wth is this about? a monologue about a building causing crashes that not even exists? did I miss anything?
@munkbusiness: conversion comes at a trade-off. I agree that hospitals are super important right now already but not for a quick massive strike. You can delay building them to when you have 20% wounded warriors. With conversion, building hospitals fast and use them to convert can be successful to counter such an early strike, but then again you have to still deal damage to convert them later.
Lastly it could be only level 2 hospitals or hospitals could be more expensive.
So if you are worried that such a conversion would be too powerful on the one hand, how can you claim to get a micro managing tool to hide some hospitals in addition to that?
Uhm definitely not only warriors but that's in the suggestion already. Read the text.
ok i agree that it might be overpowered. even now forgetting to build hospitals is one crucial event to lose a game.
an option would be to have conversion for higher level of hospitals, only, but that would not fit into my concept of it being a diplomatic offer to hostile warriors.
other option would be to have no way to switch hospitals visible so it would only help the defender with the enemy in town (or the clever player who has fV on with inns surrounded by hospitals). hmm ...
I agree we should think about it but I still like the idea and would love to see it. Maybe pre-game optional?
i know there are people that don't like fruit-conversions at all. at the time of my last post this didn't have 70 votes but as it really looks like a good idea ... i'll set it to accept now.
this would so much fit into the concept of glob2. i wonder how i could never have seen that before. thanx alot. i am also for this.
as many don't like conversion at all i doubt that people will strongly support this, but i love it ;) (i will see where i can free one point to support this)
uhm ... ok? did not know of this. how can i reproduce it? is it in 0.9.4.x? normally the opponent should neither see nore be affected by my areas and i'm pretty sure it is that way normally. actually areas should not even be affecting or visible to friends. the only circumstance that you should see areas controlled by someone other than you is when you share the same team color. that is you are not only friendly towards each other but actually controll the same units.
thanx for the idea. you can consider it kind of "accepted" as this is the desired behaviour anyway. Problem is the way the warriors find the guarding areas. "guarding areas" is one target like "wheat". it is not trivial to change that but if anybody tries, my suggestion would be as described here: http://globulation2.org/wiki/Solution_to_the_guard_area_distribution_problem A patch implementing such a solution would be highly welcome ;)
well as we will always have some technical limitations even if it is the maps dimensions (64x64=4096) we could introduce such differentiations such that you get a limit that you can surpass by conversions.
isn't that the case already? if not, it is a task for user voice. or do you mean we should declare ideas as completed here when they are completed in the code?
not as easy ... http://firstname.lastname@example.org/msg05779.html
this thread discusses the problem of explorers obeying checkerboard farming areas, the explorers getting further overpowered if they can sneak in at 1wide gaps between turrets etc.
i doubt there will be a good solution any soon. one approach was to make free explorers avoid turrets automatically after getting hit for the first time but ignoring those forbidden areas if attached to a flag.
ok great. to you the title says it all. to me not. could you pleas go more into details (advantages, disadvantages) and maybe even tell how to migrate.
realism is not an argument to me. changes should give more depth to the gameplay, make it easier to achieve what you want to do (ui), ...
your suggestions concerning algues are totally opposed to what we thought when implementing them. they grow explicitly good off shore as else there would be no need to swim rendering the pool useless.
having slower wood would actually make it run out more often. now you only need to care about wheat. on the other hand the same effect could be achieved if we had some constant need for wood, too. firewood for the bakery for example.
i agree they look very ugly. but not showing zones by default can also lead to "bug reports" like "my units don't see my fruits" ...
advanced interface? beginner interface?
could you please explain what exactly you are missing. the brushes now all allow dragging while clicking naturally also works. My vote would be to have an odd-even-rule for both checkered patterns that makes them fit together but others claimed it was more useful to also be able to decide on the offset of the pattern so we left it the way it is now.
we agree that there is need for more control.
pardon? you want to see names by each unit????????? please explain
this would definitely be a nice feature but as it bares the potential of cheating if you see where your opponent has his base by just logging on in yog twice i doubt we will ever do it. with the replay on the way right now, this feature would be doable though. problem would be the need for a full savegame transfered to the spectator as the replay is map+diffs and not full frames
i still would like to close this as it is pointless. wish decoupled gfx/physics/eye-candy so a slow pc does not slow down net games but will show that player only every 3rd frame and barely any particles/clouds. wish improved performance on big maps. threads are used but not appropriate in many places.
this wish is a bit general. as far as i know there is multithreading in the game. can we close this wish now?
please wish improved performance or similar. the means of achieving this are up to the programmer that inspects performance issues. a patch of mine speeding up things on my box by roughly 100% has little to do with multithreading but with shifting to work to the gpu.
myxiplx: problem with roads would be that users expect globs to use them. this would mean that the pathfinding would need some improvements in that direction. for example doubling speed on roads would be relatively easy but would also limit the range of pathfinding. now globs can find targets as far as 254 steps away. along roads with the above hack the range would be reduced to 127 steps. combined with the reduced hunger since beta3 units can thus find targets in a smaller area than their actual range. secondly the request for roads sounds to me like a request for faster growth and faster units. on the other hand faster units is like smaller maps if the map is only 5x5 seconds big ... do you want that?
blablabla ... yes i would want roads, too but i would want to reduce range at the same time. locality allows more sophisticated strategies than when all units can operate all over the map within seconds. my roads would maybe cost much and quadruple the speed at level3 and lead to a situation that globs can operate extremely fast within their domain but need travel time and forward posts with inns and hospitals to reach the enemy.
how come you assume this? are you working on it? there would be more to it than extending the forbidden-constructionsite to clearing-forbidden-constructionsite as in an overworked population no workers would get assigned to the clearing areas. if i ever do it i will only do it with paving areas included.
in what way is it desirable to give a mean to block out hostile units easily? what changes would be necessary to make gates work? wheat grows near water and buildings don't work on water or shores. please think it through. flaws in defense can also be by design. a game that has ultimate defense mechanisms (powerful turrets) but poor attack possibilities tends to let players play alone till they have too many units and start an attack very late in the game. the way globs may harvest fruit at the enemies now is for me a perfect thing about the game. you can kill them but you cannot block them. think about it. that gives dynamics to the game. removing it by having a standard wall around fruits every time you play would be a step back.
flyingeagle: it is not only about acceptance. code it and if it gives deepness to the game i will not oppose.
in the system as is, this building would simply not make any sense so there would be more to it than to invent a wall you can switch on and off. keep in mind that glob2 is about reducing micromanagement. new features should fight flaws of the game as is.
somehow i don't see in what the described situation is different to what i suggested. walls in front of your turrets will alway get attacked first even when the way to the turret is cleared. if not, that is a change against the designed behavior.
having talked about that several times i know this implies some difficulties concerning pathfinding for both attackers and converted units.
glob2 is designed to force warriors to engage adjacent buildings/units and that makes a 2 wide gap between turrets behave like a gate in the system as it is now.
so what would the purpose of this unit be? would it collect agues and render the pool unneeded? would it be built in a swarm? i don't get the point. especially i don't get how it got 40 votes without any comments or questions.
either tiles next to res stay gras then expansion will not be influenced by earth at all or it doesn't then we have the farming area problem.
maybe an ever growing earth level for walked areas and decreasing when next to res would slow down overgrowth near natural routes and yes i would love to have implicit concepts that work but farming stays a problem.
i like the non-explicit approach of this but see problems compared to the very similar one in http://glob2.uservoice.com/pages/general/suggestions/40556.
problem would really be farming areas that would come to a complete stop as soon as tiles start turning into earth (which could be acceptable at some point but making it clear to the player would be challenging.