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Re: [glob2-devel] Thats it, we need a plan
From: |
Cyrille Dunant |
Subject: |
Re: [glob2-devel] Thats it, we need a plan |
Date: |
Tue, 21 Mar 2006 07:42:54 +0100 |
User-agent: |
KMail/1.9.1 |
On Tuesday 21 March 2006 01:25, Bradley Arsenault wrote:
> This is it. I'm starting to get bored. I have nothing to do at nights.
> I think *we* need a plan, a real plan, a project plan, a roadmap, and
> all that other bullshit everyone seems to be avoiding.
>
> I think its about time we sum up everything we want done before 1.0.
> Everything. On this thread. And don't just toss this away like I know
> a bunch of lazy people on the project will. *Everything*. Be specific.
> Don't say "Fix map editor". That doesn't help. If we knew what needed
> fixing, it would probably be already done, or atleast in progress. We
> need to know whats wrong, and what should be done about it. List
> anything and everything for 1.0. The important part of this list is
> that we know when we have achieved everything, rather than being in a
> state of semi confusion with nct suggesting things none of us know how
> to do every so often.
>
> That being said, I'll start off the system with the following:
> - Buildings should be able to be priorotized. Priorities should be
> fully enforced, if a building being constructed is given a higher
> priority, units won't go to Inns and work their regardless, the
> building has a higher priority, and the units *must* go there if
> possible. For several buildings in the same priority level, normal
> prioritizing rules apply. There should be three priority levels, low,
> medium, and high. New buildings start with medium priority. Priority
> should be adjustable from the side menu, a likely placement is right
> underneath the "number of workers" bar. Flags should also have
> priorities. All buildings should have seperate priorities. The
> difference should be noticable.
In fact, I believe priorities should be also ranked according to the order in
which buildings were ordered.
There should be no "idle" unit if there is work to be done somewhere.
Rather than the anti-spoofing, why doesn't the building site effectively
appear when the first unit reaches it ? A phantom could be visible for the
player, but that is all.
When an upgrade is asked, the zone surrounding the upgrade should
automatically become a harvesting zone.
--
-- Cyrille Dunant
-- EPFL-IMX-LMC
--
You are a very redundant person, that's what kind of person you are.
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- Re: [glob2-devel] Thats it, we need a plan, (continued)
- Re: [glob2-devel] Thats it, we need a plan, Bradley Arsenault, 2006/03/25
- Re: [glob2-devel] Thats it, we need a plan, Bradley Arsenault, 2006/03/25
- Re: [glob2-devel] Thats it, we need a plan, Bradley Arsenault, 2006/03/25
- Re: [glob2-devel] Thats it, we need a plan, Stéphane Magnenat, 2006/03/27
- Re: [glob2-devel] Thats it, we need a plan, Bradley Arsenault, 2006/03/27
- Re: [glob2-devel] Thats it, we need a plan, Bradley Arsenault, 2006/03/27
- Re: [glob2-devel] Thats it, we need a plan, Stéphane Magnenat, 2006/03/28
- Re: [glob2-devel] Thats it, we need a plan, Bradley Arsenault, 2006/03/28
- Re: [glob2-devel] Thats it, we need a plan, Martin Voelkle, 2006/03/28
- Re: [glob2-devel] Thats it, we need a plan, Bradley Arsenault, 2006/03/25
Re: [glob2-devel] Thats it, we need a plan,
Cyrille Dunant <=
Re: [glob2-devel] Thats it, we need a plan, Martin Voelkle, 2006/03/27
Re: [glob2-devel] Thats it, we need a plan, Kai Antweiler, 2006/03/27