311 lines
13 KiB
HTML
311 lines
13 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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---- $Id$
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-->
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<HTML><HEAD>
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<TITLE>TODO for FreeCraft (fka ALE CLone) Version 1.17</TITLE>
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</HEAD>
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<BODY>
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<H1>TODO for FreeCraft (fka ALE CLone) Version 1.17</H1>
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<HR><PRE WIDTH=80>
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___________ _________ _____ __
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\_ _____/______ ____ ____ \_ ___ \____________ _/ ____\/ |_
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| __) \_ __ \_/ __ \_/ __ \/ \ \/\_ __ \__ \\ __\\ __\
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| \ | | \/\ ___/\ ___/\ \____| | \// __ \| | | |
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\___ / |__| \___ >\___ >\______ /|__| (____ /__| |__|
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\/ \/ \/ \/ \/
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______________________ ______________________
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T H E W A R B E G I N S
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FreeCraft - A free fantasy real time strategy game engine
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</PRE>
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<P><B>(C) Copyright 1998-2001 by The FreeCraft Project. Distributed under the
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<A HREF="artistic-license.html">"Artistic License"</A></B>
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<HR>
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<H2> This must be done for the release (1.17):</H2>
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<!-- ---- ==== -- ---- --- --- ------- ------- -->
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<UL>
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<LI>Ships on oil patches cannot be attacked.
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<LI>Worker with gold/wood could go to depot under construction!
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<LI>Some scanline are missing with 640x480 resolution and SDL-win32.
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<LI>Worker stops, if a nearer mine cannot be reached.
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<LI>Ai can't find any way, tries this to often.
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<LI>Decoration on top not supported.
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<LI>Must combine new animation config with old one.
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<LI>Regenerating forest looks wierd.
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<LI>Touch of darkness has wrong time for damage.
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<LI>SVGALIB version does not support 3 mouse button.
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<LI>Sometime it seems that the command buttons aren't changed.
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<LI>DONE: Full tanker didn't return goods on right click.
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<LI>Let target of attack command blink, if selected (like right click)
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<LI>gryphon rider attack animation could trigger oops (internal error).
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<LI>Wood counter should be reseted, avoiding evil tricks.
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<LI>internal21 no AI.
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<LI>AI Attacks wall freecraft-1405, level05h.
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<LI>Attacking walls never stops.
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<LI>More suggestions?
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</UL>
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<H2> This must be done for the release (1.18):</H2>
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<!-- ---- ==== -- ---- --- --- ------- ------- -->
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<UL>
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<LI>Should rewrite the create player code.
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<LI>GroupID is wrongly used, ALT does always select the last group.
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<LI>FIXED: Can't attack buildings under constructions.
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<LI>Should show buildings, if I build with ctrl+shift more than one.
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<LI>Canceled buildings stills shows gray rectangle, if new building is build.
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<LI>New show actions produces new errors, buttons aren't correctly updated.
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<LI>The color cycling isn't 100% correct. See FIXME: in ColorCycle()
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<LI>Scroll with the keyboard: use state and not the repeat rate. Than make
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the scroll speed configurable. Use the repeat flag for faster scrolling.
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<LI>Small ships show an explosion if missile hits target add source.
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<LI>Ships do not go up and down, if attacking.
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<LI>my unit cannot attack enemy building when it is not finished yet (building)
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<LI>FIXED: when I put more units into train queue than food suply, I produce these units
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even I do not have enough food - solution before unit is started to train
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you have to check if there is enough food.
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<LI>I cannot change unit 'pending' or however you call it (command aplied to new
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trained units) when there is a unit in train queue, I think I could.
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<LI>Resource line isn't correctly updated for new units and food.
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<LI>A peon can enter a mine and die in the mine.
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<LI>A peon can enter a deposit and die in the deposite.
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<LI>Don't let neutral buildings (mine), be attacked with the right button.
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<LI>The thing is, if whatever is blocking the path to the wood moves, the
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worker will stay locked up.
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<LI>Building tower I start see in it range before it completed
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<LI>FIXED: I stoped ship with 'T' and it newer start moving.
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<LI>Works: Building a peon and seting relay point to gold mine it will not enter
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it but will be standing near it.
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<LI>FIXED: About attacking sounds 2 destroyers attack silently each other.
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<LI>First sound of attack i never hear, only second,..
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<LI>FIXED: I cannot create more than 1 tanker at once but peons can.
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<LI>4map of orc compain - I cann't get option for creation of transport
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(can't upgrade townhall)
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<LI>I can' hear sounds of enemy peons geting lumber when moving to it
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place with cursor while not see it. bug?
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<LI>Let single player maps played as multiplayer.
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</UL>
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<H2> Known bugs scheduled to next release (1.19):</H2>
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<!-- ----- ---- --------- -- ---- ------- ------- -->
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<UL>
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<LI>Arrows and axes did always hits the target, even if moving away.
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<LI>Building-cursor and cursor over units shouldn't change to looking glas.
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<LI>Flying and ships could only on even fields.
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<LI>The heading of attacking units isn't 100% correct.
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<LI>The heading of missiles isn't 100% correct.
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<LI>Units trained says nothing?
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<LI>Buildings which are busy (fires,attack, train) didn't show the flame.
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<LI>Only one and incomplete goals implemented.
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<LI>Rescue passive units are attacked.
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<LI>Fix all known core dumpers.
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<LI>Units removed are still shown on minimap. (enters transporters, than it moves)
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<LI>defaulth.pud: AttackUnitsInDistance: HP==0 QuadTreeDelete: Value not found
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<LI>Ships should first attack units with distance weapon.
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<LI>Units attacked, which can't reattack should go out of range.
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<LI>FIXED: Catapult has a wrong death sound.
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<LI>Wrong unit to mine gold 113, find the problem.
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</UL>
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<H2> Next to implement: </H2>
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<!-- ==== == ========== -->
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<UL>
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<LI>[DONE] Repair code should be rewritten. (Was only quick hack)
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<LI>Document all functions with doc++ or doxygen comments.
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<LI>[DONE] Rescue of units.
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<LI>Should be fixed: Search bug peon on the way for building, and than let him build an other.
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<LI>Show the units in a transporter on map.
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<LI>New spell "show units in enemy transporters"
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<LI>Make a spy unit.
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<LI>Costs Spells
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<LI>[DONE] Regeneration of berserks
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<LI>Constructions have an own sight-range.
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<LI>Corpse have a sight-range which will slowy reduced.
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<LI>[DONE] Gold-mines with peons have an sight-range.
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<LI>[DONE] Show bloodlust,invis,shield,...
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<LI>Reduce memory use. (16 MB)
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<LI>Unit moves away from magni.., glas must disappear.
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<LI>Speed for daemon and skeleton.
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<LI>Buildings/Units blink red even after they aren't being hurt.
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<LI>FIXED: You can build an oil platform anywhere but where the oil is. :)
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<LI>The price and name of something to be built/upgraded doesn't disappear,
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and will remain on the screen until another price comes up.
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<LI>The brown background is never updated, and it will build a mass of
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strange bits of pictures.
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<LI>Water buildings couldn't be always be reached???
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<LI>Selecting with rectangle and scrolling with keyboard: some solutions??
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<LI>Transporter and party didn't meet automatic!
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<LI>Multiple orc units selected shows human units!
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<LI>FIXED: Playing with + and -, the game stops updating (Should test)?
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<LI>Another big thing I noticed - When loading
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data/puds/multi/jimland.pud, before the player stats appear,
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MANY lines saying "REGM: contains unknown action 0x4100" are
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shown. I didn't even look to see where this message is
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generated, but this serves as a heads-up.
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<LI>the final mission of the humans data/campaigns/human-exp/levelx12h.pud.gz
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is very slow and dumps core.
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<LI>Status line isn't correct cleared.
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<LI>Make color-cycling speed configurable.
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<LI>Buildings under fog of war shouldn't be selectable
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<LI>Buildings under fog of war shouldn't show decoration
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<LI>ActionNone is used, where?
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<LI>Show intro (story) message for levels.
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<LI>Show outcome for levels.
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<LI>Support different goals for levels.
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<LI>Support different AI for levels.
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<LI>Let the campaigns play like the orignal.
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<LI>Setting the units limit for each player seperate.
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</UL>
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<H2>In the near future:</H2>
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<!-- == === ==== ======= -->
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<UL>
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<LI>Missiles must be completed
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<LI>Attack must be completed
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<LI>Computer AI should be improved
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<LI>Add map-specific AI strategies
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<LI>Fog of war (correct)
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<LI>Exploration (correct)
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<LI>Interface: shift mouse select/unselect ...
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<LI>Show unit state in buttons.
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<LI>Never chop the same wood twice.
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<LI>DGA X11 supported.
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<LI>Improve network (internet) support
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<LI>Faster and better extraction (build.sh)
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<LI>Slow down speed (not only speed up)
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<LI>Invidual speeds for players.
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<LI>The enemies do not develop... they just harvest...
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<LI>death knight magic doesn't seem to drop at all...
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<LI>Training queues without resources.
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<LI>Hear range, and sound handling of only hearable sounds.
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</UL>
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<H2>In the far future:</H2>
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<!-- == === === ======= -->
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<UL>
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<LI>Documentation
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<LI>Background sound support
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<LI>Support for debian / rpm packets
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</UL>
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<H2>Future plans:</H2>
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<!-- ====== ====== -->
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<UL>
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<LI>Editing Way-points
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<LI>Editing Build multiple units (training queue)
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<LI>Editing Build list for buildings (building queue)
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<LI>Z coordinates
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<LI>Ground effects (roads faster,...)
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<LI>800x600 resolution support ( requres just 800x600 mode border/interface graphics )
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<LI>Animated cursors
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<LI>Automatic repairs
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<LI>Show how time of bloodlust... (blink if short before end)
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<LI>Show invisible better, (transparent...)
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<LI>Radar minimap. (Edgar!)
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<LI>Unit groups on 1-9,0.
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<LI>Map zoom factor 1,2,4 like anno 1602
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<LI>Add TrueColor 24 bit support
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<LI>Add support for SHM-Extensions without pixmap support
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</UL>
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<H2>New ideas:</H2>
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<!-- === ====== -->
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<UL>
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<LI>Animated resource icons.
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<LI>All icons animated.
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<LI>Paladins: Autohealing + Autoexorcism
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<LI>Ogres: Autobloodlust
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<LI>Upgradable magic: One level of upgrade == -(10-15)% required mana to cast,
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but +(15-20)% of cost. Up to level 9.
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<LI>Upgradable weapon accuracy: In the same manner as upgradable magic,
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damage 4-12 --> 5-12 --> ... --> 12-12. ballistas/ships accuracy increases
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in step of 5. accuracy improvements enabled after full strength upgrades.
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<LI>Count kills for unit/building.
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<LI>Food requires/food provides for units.
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<LI>Units can patrol between other units.
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<LI>Mage Tower/Temple of Death accumulates energy. Then it can be transferred
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to nearby units in x8 value.
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<LI>What about if peon attack is modified in this way that if attacks
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bulding it returns 1/2 of the resources for it. something like demolishing,
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not needed buldings or enemy ones.
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<LI>Support for W*rC*rft. (without II)
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<LI>Support for W*rC*rft Alpha. (Some nice ideas was dropped)
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<LI>Allow multiple tilesets / map or pud.
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<LI>1) Randomly generate unit structure. Random health, mana, accuracy.
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<LI>2) Allow bridges over rivers, that can be destroyed.
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<LI>3) Allow true stonewalls - make a big castle that can be defended
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archers on stonewalls, just mages can destroy stonewall, ballist can
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break gateway into the castle. How ever some war vehicles can overcome
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stonewall - somethink like ladders.
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<LI>4) Allow attack and defend formation:
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<PRE>
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x x x x x x
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x x x x x x
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x x x x x x x
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x x x x x x
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</PRE>
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and many others, that will be kept while moving. Also 'disperse' command,
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i.e. while attacked by catapults.
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<LI>5) Allow retreat command, all units that are in fighting area will reatreat.
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Or selected units immediately do retreat.
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<LI>6) Allow army structures, select i.e. 9 footmen mark as a column, select 9
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columns mark as something other and so on till you select whole army.
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<LI>7) Do it a little bit real. You do not have to kill all enemies but achieve
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some line and make your enemy to retreat.
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<LI>8) Mage can teleport a unit to another place. Mage could cast spells to
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multiple units, not just to one.
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<LI>Walls with different Hitpoints.
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<LI>Use or control MP3 music for background.
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<LI>Scrolling/Zooming the minimap.
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<LI>Day and night cycles.
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<LI>Line of sight, shows only viewing direction
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<LI>Line of sight, to be blocked by big objects. (Ground levels...)
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<LI>More critters, and critter that attack, critter that give
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birth to other critters, critters which are invisible in forest
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but show up in land, critters which are ridable, the give birth
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idea could be used as a way to have extinction in those big 1000 x
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1000 maps :)
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<LI>Trigger system like St*rCr*ft.
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<LI>Add barks.
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<LI>Now we just have to add plant-trees command to peons
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<LI>Make critters attacking all player units.
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</UL>
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<H2>New units/behaviour:</H2>
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<!--=== ===== ========= -->
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<UL>
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<LI>Critters
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<UL>
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<LI> Cost only time ( no food required )
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<LI> Every few ( 3-5 ) critters provide food for few units ( 1-2? )
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</UL>
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<LI>Dark Portal -- teleport, portal between worlds
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<UL>
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<LI> Requres Castle,Church and MageTower to build ( perhaps and some
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Mages trained? )
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<LI> Collects mana
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<LI> Uses full mana load to place teleport destination
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<LI> Teleport units with mana cost
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<LI> `Recall's unit from the destination spot back ( mana cost )
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<LI> Can be upgraded to allow to summon other worlds units ( daemons )
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</UL>
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<LI>Runestone
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<UL>
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<LI> Requres Castle,Church and MageTower to build ( build by peon,
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activate by mage? )
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<LI> Collects mana
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<LI> Transfers (auto?) mana to all magic units in the range
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( Mages,Paladins )
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<LI> Even can transfer mana to other buildings like Dark Portal!
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( So Dark Portals can be supported by cluster of runestones... )
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<LI> Heal all units in the range ( requires mana )
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<LI> Blocks all Dark Portal destination spots in the range
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</UL>
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</UL>
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<HR>
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Last changed: $Id$<BR>
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All trademarks and copyrights on this page are owned by their respective owners.
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<ADDRESS><A HREF="mailto:aleclone@FreeCraft.org">The FreeCraft Project</A>
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</ADDRESS></BODY></HTML>
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