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Re: [glob2-devel] Priority
From: |
Kyle Lutze |
Subject: |
Re: [glob2-devel] Priority |
Date: |
Sun, 26 Mar 2006 16:38:39 -0800 |
User-agent: |
Mail/News 1.5 (X11/20060323) |
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Cyrille Dunant wrote:
> On Sunday 26 March 2006 01:31, Kyle Lutze wrote:
>> � wrote:
>>> Hi everyone,
>>>
>>> We have understood that most people want a priority system for buildings
>>> construction. We might implement this when we (Nuage and I) get some
>>> time. Please summary how you want the system to work.
>>>
>>> Thanks,
>>>
>>> Steph
>> automatically.
>> order:
>> 1. inns
>> 2. swarms
>> 3. cannons and walls
>> 4. schools
>> 5. barracks, tracks, pools
>> 6. markets
>>
>> I think this would be the easiest to keep from micromanagement.
>
> No, I think the order should be defined be the player, otherwise why would he
> even give the orders ?
>
> Is I plant an inn, a race track, then a swimming pool then a school, this is
> the order in which I want them built.
>
> Else, you could have a priority bar, distinct from the units bar.
>
> And units should not idle. Not if there is available potential work (filling
> inns, building stuff)
>
at the beginning of most games I plan out the whole base, laying the
ground work for everything. now, if I put down only two inns in the
beginning, but then put the rest down after I put down the tracks and
pools, I don't want them to all starve to death trying to do the pools
and tracks before the other inns
Kyle
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