WishlistFrom Globulation2If you would like to adopt one of these projects please put your name under it! ContentsGeneral wishesJack-audio-connection-kit support
A VoIP solution for in game talking
Revamped tutorial and campaigns
A better map editor
Bookmarks for LAN-gamesit's very uncomfortable to have to type the same url (dyndns) again and again. also when it crashes it would be nice to at least not have to type it again. User wishesPhilipp's WishesNew Units
To get a Plane you need an Airport. An Airport should be a really big building because of the runway. In the Airport Warriors can train to fly an plane. Airplanes can start if a Warrior heads to the Airport an gets in a plane. A plane can be repaired in the airport be workers.
Ships are build in a Pier. Everything functions the same as the Airport. There should be many Types of Ships and Planes. In the Pier or Airport a Warrior learns to fly one Type of Plane or Ship. If the Warrior enters again the Airport of Pier, it can learn to fly or control other ships and planes.
- To attack Units - To transport Units AppleBoy's Wishes
Giszmo's WishesBetter areasProblem is, guard areas concentrate warriors too much to some of those areas, clearing areas allow to get overgrown if no worker comes in time and no-go-areas are often meant to be no-harvest-areas. So I suggest to make the first two more flag-like. So every patch of guard/clearing area gets its own gradient. These patches get units in the order of (area actually having to be controlled or cleared)/(units already assigned). to keep gradient-count low, patches could get defined so one wide gaps don't separate a patch into two (internally the gradient gets filled there but without the order to clear p.e.) Clearing areas don't work. To make them useful for not just keeping passages free but also improve building placement and upgrading i suggest the following: turn them into paving areas.
paving/unpaving is done with area tools and not with a 1x1 building With these paving areas we could modify construction and upgrading to be more realistic and handy by:
This would be more realistic as it would not be possible to block enemy units/ressources without actually having a glob that walks there. Additionaly a construction site would not be visible or attackable by the opponent. Construction would be more easy to use as it would allow to place/upgrade buildings not caring about clearable ressources what is micro management now. AgingImagine the globs growing old. So from a certain moment in time on they start moving slower, needing more rest (grow hungry more quickly) and also needing a doctor more often (randomly loose health) until they finally die because they didn't reach the hospital in time. Just a thought ;) Improved Map ManagementConceptThe idea is to provide a possibility to both provide own maps to the community and easily retrieve maps from others. For this purpose I suggest to implement some new features in the YOG-map-selection-screen.
Where does the rating come from? Well I suggest to put it in the "game finished" screen as an extra tab where the player can change his mind on the map (vote or withdraw his vote). ImplementationIn order to be able to distinguish maps i suggest to force to use unique lower case names with a-z and SPACE only. In order to really be able to distinguish maps i suggest to calculate checksums (md5, SHA-1). Those are the handles in the databases. the database (?) that stores the login data of yog-players gets a table of all the map-data CREATE TABLE map ( id int not null auto_increment, hash char(60), url varchar(100), playerCount int, sizeX int, sizeY int, fruitCount int, PRIMARY KEY ( id)); and a table player2map CREATE TABLE player2map ( playerId int, mapId int, vote int, comment varchar(200), PRIMARY KEY ( playerId, mapId)); Improved pathfinding
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:
an example of (blue=)"one-wide passages". each of those blue areas will have to be treated as one so direction switches on the whole length. Steph's WishesMagicianWe can have a new unit, let's call it magician, caster or shadow for now. This unit will undiscover the map around it for the enemy (i.e., recreate black). When upgraded, it could kill explorers. This way, the information control get a first place in glob2's gameplay. Ideally, it should be linked to papyrus. I still don't know how it should be done (by a building, an upgrade, a continuous consumption, per shot consumption, ...). On the implementation side, this effectively bring ranged weapon ability to units. Nevertheless, it should be implementable in a reasonable time if we use the bullet code. God actionsWe can have global effects. For instance, buildings providing prestige could recharge some global action capacities, which can be used globally. I can imagine:
Singularity ObelisksWe can have a new building, the singularity obelisk. It would allow any globule to instantly travel to any other obelisk. This would allow the unit to get a shorten way in some situations, for instance to go from one island to another. This can be not-too-hardly implemented by modifiying the gradient computation system so that when it encounters an obelisk, it looks around all other obelisks belonging to this player or its allies (obelisk sharing being a question to discuss) to see if there is a lower value for its target (or higher, depending the gradient algorithm conventions). Of course, an obelisk would be hard to build, and perhaps would consume, let say, papyrus ;-) (so that the Archwizards in it can write and cast spells to maintain singularity). We could even imagine to make the obelisks quite dangerous so that if they reserve of papyrus fall to zero singularity collapses and make a lot of damage around. wiz's WishesMake AI (m.b some other parts too) use multiple threads. 6 AI Castors periodicaly slugging out X2 3800+.
NoSpin's WishesRoads that increase movement speed and decrease hunger costs allowing units to move farther and faster. Warehouses that can store grain, fruit, trees, stone, and algae. These are not global but any worker that grabs resources from this warehouse can grab twice the normal load (they can also grab only the regular amount in case that is all they need for construction) Priority Flags. Set the radius and priority for all work in a certain area. You can set it to be high priority or you can set it to low priority (which means it will use the workers on jobs where the priority is not set). The circular flags are suggested mainly so that you can set priority over a square marked for clearing. Building Priority. Just like the priority flags, all buildings will have a one to ten value that can be set in the building menu of its priority.
Archers. I just want a ranged unit. I was thinking that they should have limited shots and then then need to run back to the archery range to refill. Also they should only be for support so a few weakness should be used. They cannot hit moving targets once they fire if the unit moves within a small amount of time they avoid getting hit. Also archers cannot shoot things right next to them.
Catapults. A ranged unit for hiting towers and units. When they fire a target is chosen after a small amount of time every unit in that square and all adjacent squares takes significant damage (including friendly units). Maybe we can have warriors being targeted automatically run when they see the catapult fire? Customizable Races. A editor that allows you to customize races. There should be some kinda of weights and balances. In the editor each unit being designed cannot attack, cannot fly, cannot mine, is the slowest possible speed, and has one hit point. Also that same unit has maybe twenty development points. To make it faster it will cost one development point, to allow it to mine it will cost ten. More hitpoints cost a development point and so on. The editor will allow you to create ten units for your race and you can use your race in any game without asking permission from the game host. Automining A way to selecting a mining method for wheat and or trees. Once selecetd the program will auto assign the forbidden zones allowing farming. There should be at least 3 choices (rows, checkered, and knights distance(chess term)). This is important because it will lessen the micromanagement big time. Wishes from the forum
Out of game wishes
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