260 lines
11 KiB
HTML
260 lines
11 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<html><head>
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<!--
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---- $Id$
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---- (c) Copyright 2001-2003 by Lutz Sammer
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---- This program is free software; you can redistribute it and/or modify
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---- it under the terms of the GNU General Public License as published by
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---- the Free Software Foundation; only version 2 of the License.
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----
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---- This program is distributed in the hope that it will be useful,
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---- but WITHOUT ANY WARRANTY; without even the implied warranty of
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---- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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---- GNU General Public License for more details.
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----
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---- You should have received a copy of the GNU General Public License
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---- along with this program; if not, write to the Free Software
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---- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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---- 02111-1307, USA.
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-->
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<title>TODO for Stratagus Version 2.0</title>
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</head>
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<body>
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<h1>TODO for Stratagus Version 2.0</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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Stratagus - A free fantasy real time strategy game engine
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</pre>
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<p><b>(C) Copyright 1998-2003 by The Stratagus Project. Distributed under the
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<a href="gpl.html">"GNU General Public License"</a></b>
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<hr>
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<h2>Note:</h2>
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<a href="http://savannah.nongnu.org/pm/?group=stratagus">
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You can find a more up to date list of the planned tasks here:
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http://savannah.nongnu.org/pm/?group=stratagus</a>
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<p>
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<a href="http://savannah.nongnu.org/bugs/?group=stratagus">Look at already submitted feature requests here:
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http://savannah.nongnu.org/bugs/?group=stratagus
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</a>
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<p>
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<a href="http://savannah.nongnu.org/bugs/?group=stratagus">You can submit your own ideas and feature requests here:
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http://savannah.nongnu.org/bugs/?group=stratagus
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</a>
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<h2> This should be done for the next release (1.19):</h2>
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<!-- ---- ====== -- ---- --- --- ---- ------- ------- -->
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<ul>
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<li>Worker with gold/wood could go to depot under construction!
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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>Regenerating forest looks weird.
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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>Let target of attack command blink, if selected (like right click)
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<li>Should rewrite the create player code.
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<li>Should show planed buildings, if I build with alt+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>Ships do not go up and down, if attacking.
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<li>I cannot change unit 'pending' or however you call it (command applied to
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new trained units) when there is a unit in train queue, I think I could.
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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 deposits.
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<li>The thing is, if whatever is blocking the path to the wood moves, the
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worker moves to some wired position (-1,-1), if no hall is available.
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<li>First sound of attack i never hear, only second,..
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<li>4map of orc campaign - I can't get option for creation of transport
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(can't upgrade townhall)
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<li>Let single player maps played as multiplayer.
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<li>More suggestions?
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<li>Building-cursor and cursor over units shouldn't change to looking glass.
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<li>Flying and ships could only be 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>Fix all known core dumpers.
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<li>Ships should first attack units with distance weapon.
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<li>Units attacked, which can't re-attack should go out of range.
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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>Document all functions with doc++ or doxygen comments.
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<li>Show the units in a transporter on map. (Partly done)
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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>Corpse have a sight-range which will slowly reduced.
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<li>Reduce memory use. (16 MB)
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<li>Unit moves away from magni.., glass must disappear. (duplicate)
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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 with new ship code.
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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 (fixed, but not perfect)!
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<li>Another big thing I noticed - When loading data/puds/multi/jimland.pud,
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before the player stats appear, MANY lines saying "REGM: contains unknown
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action 0x4100" are 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>Status line isn't correct cleared.
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<li>Make color-cycling speed configurable.
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<li>ActionNone is used, where?
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<li>Support different AI for levels.
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<li>Let the campaigns play like the original.
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<li>Setting the units limit for each player separate.
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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>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>Never chop the same wood twice.
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<li>DGA X11 supported.
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<li>individual speeds for players.
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<li>Training queues without resources.
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<li>Hear range, and sound handling of only bearable 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>Support for debian / rpm packets (Yes: on www.debian.org or www.suse.de)
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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>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>Map zoom factor 1,2,4 like anno 1602
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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>Upgradeable 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>Upgradeable weapon accuracy: In the same manner as upgradeable magic,
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damage 4-12 --> 5-12 --> ... --> 12-12. ballistas/ships accuracy
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increases in step of 5. accuracy improvements enabled after full strength
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upgrades.
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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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building it returns 1/2 of the resources for it. something like demolishing,
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not needed buildings 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 stone walls - make a big castle that can be defended
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archers on stone walls, 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 - something 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 retreat.
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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>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>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/behavior:</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> Requires 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> Requires 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="http://stratagus.org">The Stratagus Project</a>
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</address></body></html>
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