phungus420
Deity
- Joined
- Mar 1, 2003
- Messages
- 6,296
Still need a BUG Options button on the top left instead of hitting ctrl-alt-o.
The Legends of Revolution delegation supports the motion.
Still need a BUG Options button on the top left instead of hitting ctrl-alt-o.
ok, ok. How about I had a hot panel that takes up the top 3rd of the screen? Everyone ok with that?
duh (facepalm) ... I should have thought of that! And change the name of the mod to BnP ... Blo..dy no Play
You know what else BUG needs (besides the Kitchen Sink)? In multiplayer games, the other players take so long, so it would be nice to have a game of tetris going too. That way I don't get bored.
Heck, how about a whole game suite. Like solitare, and pacman. Oh, could you embed Newgrounds in too?
Heck, just give me a web browser in-game. That would be awesome.![]()
Still need a BUG Options button on the top left instead of hitting ctrl-alt-o.
I'll second this request...
Cheers,
ripple01
Done! Revision 2093. Current button is a placeholder. Any suggestions for a suitable button? How about a check box?The Legends of Revolution delegation supports the motion.
Good idea. I'm thinking of a small pop up game where you start in the distant past with 1 city. The aim of the game is to build your city into a global spanning empire.You know what else BUG needs (besides the Kitchen Sink)? In multiplayer games, the other players take so long, so it would be nice to have a game of tetris going too. That way I don't get bored.
Heck, how about a whole game suite. Like solitare, and pacman. Oh, could you embed Newgrounds in too?
Good idea. I'm thinking of a small pop up game where you start in the distant past with 1 city. The aim of the game is to build your city into a global spanning empire.
Good idea. I'm thinking of a small pop up game where you start in the distant past with 1 city. The aim of the game is to build your city into a global spanning empire.
I would like to be able to see who they are worst enemy of while hovering on the scoreboard.
I think I uncovered a small quirk in the pre-chop improvement and forests functionality. Here's the scenario that results in the forest still being chopped.
Worker A is assigned to chop/improve. Worker B is then moved from a different tile and also set to chop/improve. Since there's only 1 turn left, worker B's chop order is cancelled as expected, but worker A's chop order remains. This results in worker A chopping the forest next turn.
I believe if the workers were grouped first before given their chop order, the logic would work since the cancel order would also apply to the group.
You may want to alter the logic a little to clear chop orders at the beginning of the next turn before and units move. Every worker on the tile would also need to be stopped. I believe the current logic fails because worker A had >1 turns to go at the time he was given the order. When worker B shortened the time, worker A was never checked again.
You can predict a lot about the availability of trade routes by reading and understanding this post, which explains the notion of a 'home plotgroup'. However, you don't have full information about the availability of trade routes between other civilisations and thus can't predict everything.Is there a way to tell if you're able to have trade routes with another civ before granting open borders?
I know thesymbol in the scoreboard indicates whether or not your capitals are connected for purposes of trading resources etc., but this does not always mean you'll be able to establish trade routes with them. One such example if when you do not have sailing, but your trade buddy does. The symbol will show, you'll be able to trade resources, but you will NOT be able to benefit from trade routes, while your sailing ally will be. This is assuming there's no land connections.
If you have read the linked post, then you'll understand that it not only depends on your 'home plotgroup' but also the connection of other civilisations 'home plotgroups'.
Someone else mentioned this - or was it you? Any suggestions to what we do about it ..