I think it can be easily solved by disabling the conversion of builders, or simply not allow converted builders to build any of their original race's buildings (but still allow them to perform resource-carrying tasks). So this means NOT implementing a change which will expand your tech tree when you convert an enemy worker of a different race.
We'll need to come up with a mechanism for building conversion, probably involving the conversion of individual buildings. Maybe exclude it to one race only, and the only way for other races to do it is to convert the unit responsible for building conversion? -Quinn On Tue, Jan 20, 2009 at 2:29 AM, Leo Wandersleb <[email protected]>wrote: > hi guys, > > thinking about introducing new races i also came to think about how this > would > work well together with our conversion system. on the one hand i love the > concept of globules that convert for fruit/to not starve and would even > extend > this to globules that convert for health care (a suggestion on uservoice). > > on the other hand i would love to see extra races that are not just > modifications of the original race but fundamentally different creatures. > imagine creatures that live in the water and have to develop exosuits to go > on > land? Imagine races that build beneath the earth loosing health in the sun. > > i can hardly think of a concept that allows conversion then. in starcraft > it > works well as conversion is very hard to do and in return well rewarded by > an > extra tech tree. in glob2 an extra tech tree would be too powerfull as > conversion is too easy. > > greetings, > > leo wandersleb > > > _______________________________________________ > glob2-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/glob2-devel >
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