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Glest is a network multi-player cross-platform 3D real-time strategy (RTS) game, where you create armies of units and battle different factions.
I found this bug while trying a scenario that starts the game in a paused state. The location of the enemy bases is visible until the game resumes.
I don't know how many units this affects One example.. the roman wartime mechanic can't be queued to move and then morph into a battering ram or catapult
One simple way I thought of to implement campaigns was to use existing scenario code. So basically there would be a menu option for "Campaigns". So once at the Campaigns...
When hosting a game, at the setup menu, the admin should be able to move players ~~and observers~~ to different slots. ~~I'm going to try to implement this as I...
There should be a "patrol" mode for units * press hotkey (p) or icon when units are selected * select 2 or more points on the map * press hotkey...
Sometimes units get "stuck" even though there is plenty of room for them to move.