cyfen
Messages: 10,
Joined: Jul 17, 2009,
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cyfen
Messages: 10,
Joined: Jul 17, 2009,
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It's too easy to tell where buried ants are. I suggest making the buried number show up even for units on top of ants.
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nfong
Messages: 576,
Joined: Mar 07, 2010,
Location: where it's fun
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nfong
Messages: 576,
Joined: Mar 07, 2010,
Location: where it's fun
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How is it too easy?
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When life gives you lemons...
"TAKE YOUR DAMN LEMONS BACK, LIFE. I DON'T WANT YOUR STINKIN' LEMONS." |
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Nicko
Messages: 430,
Joined: Mar 07, 2010,
Location: Breda, The Netherlands
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Nicko
Messages: 430,
Joined: Mar 07, 2010,
Location: Breda, The Netherlands
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That's how it was, and people complained it was too hard. So I think this is a no way.
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"I hate the world's population, it's too large and getting larger. People need to slow down on the sex!"
-00101101
Wandering... |
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lantry
Messages: 136,
Joined: May 27, 2010,
Location: PA, USA
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lantry
Messages: 136,
Joined: May 27, 2010,
Location: PA, USA
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yeah, id rather keep it "easy" than make it harder and have the attack bonus weakened.
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ggggg
Messages: 7,
Joined: Jan 17, 2011,
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ggggg
Messages: 7,
Joined: Jan 17, 2011,
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if you saw the ant just bury itself the immediately previous turn, I would like the game to just show you where it is. The information is already available by watching the replay and having the game just display the unit avoids the need to watch the reply three times to be sure just where that underling went.
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lantry
Messages: 136,
Joined: May 27, 2010,
Location: PA, USA
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lantry
Messages: 136,
Joined: May 27, 2010,
Location: PA, USA
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Yeah, why don't we just go ahead and let the game control all of our moves. We could take all the time to figure out the best moves ourselves, but the computer can do it almost instantly. Having the computer choose our moves avoids having to think about what we should actually do.
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