Currently an Intel-only version is available incorrectly labeled universal binary. I've logged this as a bug in the bug tracker. I hope that they are able to cross compile OS X and get a real universal binary. If for some reason PPC can't compile, then at least correctly label the download to avoid wasting people's time.
It would be nice as an option when placing a new building to be able to build through to any level available to the player when starting construction. Workers would then continue building until reaching the desired level. It seems that this would best work as a button to press while under construction. It would be really nice if workers could start gathering resources for the next level even while the last few workers come in with the resources for the level currently being worked on.
A warehouse full of resources could make a huge difference in the time it takes to upgrade buildings. If you have plenty of workers to gather resources, you could have all the resources gathered by the time the first class of workers gets out of school - then the workers can get the resources out of the warehouse and upgrade the school much faster.
I don't think the game needs tunnels - it would add too much complexity to the interface without significantly increasing the strategy options. If the game did have tunnels, regular workers should be the units to build them.
There is much room for improvements in the walls available to Globs. Perhaps there could be weaker wooden walls as well as the stone walls. Both types with the capacity to be upgraded. Wood walls would be useful to create a defensive barrier when stone is not nearby - but even a fully upgraded wood wall should be no stronger than a level one stone wall.
Should there be tactical limitations such as wounded/starving can't teleport?
Also they should be fairly weak to attack, so as to require careful defense strategies.
Sounds like a neat idea if it can be kept rare enough. I agree that it should not cost a finite resource to use - but perhaps a finite resource to build and a renewable resource to use. I certainly agree that a map maker should be able to disallow access to it.
This is similar to the idea I have for sowing a farming zone.
I decided that this was basically the same as another idea:
This is basically what I was thinking of when I described construction zone. I'll transfer my vote from that to this. I think my construction zone idea would still be a good way to implement this feature. Workers to clear should be assigned the same way they would be assigned to bring resources.
Construction Zone description:
The same code could be used to empty units from a building when it is near destruction - automatically kick globs out when building reaches a certain percentage destroyed. For eating and healing, it would be nice if units had partial completion of the process.
Also I'd like the farming zone to be a way to reduce micromanagement of tree invasion of wheat.
Expanding farms is a problem under the current system. It requires a lot of micromanagement to prevent construction invasion of expanding farm areas due to the nature of forbidden zones.
The key idea here is that the farm is created as a zone. The farming education is an enhancement of that idea.
Between the current warrior behavior and the proposed Chicken Worker idea, the need for gates can be completely eliminated.
I think sharing hospitals and sharing upgrading buildings should be separate options.
You would pave sand and water to make them buildable.
I think that paving would be nice. It would be useful if resources could be brought in to pave sand (1 stone) and water (3 stone).
I think it is best not to over specialize the types of globs, but a way to define a farm would be good. Here's my idea:
I think a zone for farming would be more appropriate - I posted my idea and was pointed to this idea, so I thought I'd cross link them.
I think specialization in the barracks is the best idea for a ranged unit. They should retain (most of) their initial melee skills, but never improve them. Range, accuracy, and attack speed should all be improved with higher levels of training (perhaps not strength though).
I guess you could make fruit that is only the available in the enemy camp the flag. Is there a way to detect which kinds of fruit a player has available in the scripting language?
Another way to speed up building would be to select distant resources first. Often a school waits a long time for algae after it gets all the wood it needs because the workers choose the wood first. Three workers would complete a school faster if 2 immediately went for algae while one gathered wood. The two could help finish getting the wood (if needed) after bringing back the algae. Even there is not a worker currently available to gather wood, sending workers for algae first makes sense because workers to gather wood may become available before the workers gathering algae get to the construction site.
Combining ideas the algorithm would be:
Rank needed resources by distance from construction site.
Assign worker to get resource that is farthest from site - chose available worker who is closest to the resource.
Worker chooses (a) closest resource or (b) resource closest to site.
The proposed algorithm:
compute distance from worker to nearest resource + distance from that resource to building
compute distance from building to nearest resource + distance from that resource to worker
worker chooses the resource (from two options) that provides the shortest trip.
Of course there may be the case when the shortest possible trip is resource that is neither the closest to the building nor the closest to the worker, but is close to the worker's path to the building - but finding that would be much harder than just comparing the two routes described.