> I would prefer the idea of making the explorer updatable so it discovers > the map for you, but hides it for the enemy. > Also explorers can kill explorers, they can also attack warriors and do > some light damage, though warriors can't attack explorers.
yay that's right - let's use the explorers!! > I like the idea of giving the user more possibilities of finetuning unit > behaviour, for example there could be a slider to tell worker units > whether to get food for inns, or rather build new units. Consider > settler2 for a reference. Yes that would be definitively cool, but there are so many parameters that could be tuned! The whole priority system is quite complex and there might be parameters that couldn't that easily integrated in a configurable priority system... * the first priority for units (that you cannot change) is to eat and to go to hospitals if badly injured * then come the following elements: - go to upgrades (and which upgrades, walk, swim, attack, school, etc) - give resources to buildings (to swarms, inns, towers, etc) - build buildings (and which buildings, swarms, inns, hospitals, defenses, upgrade buildings, schools, etc) It might be easy to imagine a triangular slider (or whatever) with the 3 main non-vital tasks, but I suspect that this might result in a major rewrite of the unit code and take a lot of time... It would be really fun and I really love the idea, but let's hear what the developers think about it! ;) The same idea could be implemented for warriors and what they should attack - or with the future explorers. Gabriel _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
