# TODO for ALE Clone Version 1.16.1

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    			  T H E   W A R   B E G I N S
    	   FreeCraft - A free fantasy real time strategy game engine

(C) Copyright 1998-2000 by The FreeCraft Project. Distributed under the "Artistic License"

## This must be done for the release (1.17):

- Ships on oil patches aren't attacked, the oil patch is attacked.
- Remove the oil-patch if the oil is empty. All my tries dumps core. :(
- DONE: Loading xxx.pud.bz2 didn't work put with xxx.pud does it.
- DONE: Upgrade armor+attack of ships isn't shown.
- Worker with gold/wood could go to depot under construction!
- Units leaving transporter attacks it. (Wrong state?)
- ACT Image file names couldn't be used with Win32.
- DONE Message: input is limited by character length and scrolls if not fit on Screen.
- DONE: Workers could not repair a building under construction.
- Some scanline are missing with 640x480 resolution and SDL-win32.
- Worker stops, if a nearer mine couldn't be reached.
- Ai can't find any way, tries this to often.
- Decoration on top not supported.
- Must combine new animation config with old one.
- Regenerating forest looks wired.
- Touch of darkness, has wrong time for damage.
- SVGALIB version didn't support 3 mouse button.
- Sometime it seems that the command buttons aren't changed.
- Full tanker didn't return goods on right click.
- Let target of attack command blink, if selected (like right click)
- gryphon rider attack animation could trigger oops (internal error).
- More suggestions?

## This must be done for the release (1.18):

- Wrong sound for peasant repair/attack.
- DONE: Nicer corners from fog of war to unexplored area.
- Support for ccl without sound support?
- Should rewrite the create player code.
- DONE: Cancel (with multiplayer mode) of researches/upgrades.
- GroupID is wrong used, ALT did always select the last group.
- DONE: ***** NO FREE SLOT IN SOUND FIFO ***** occurs to often.
- DONE: Computer peons (for chop) stands often without working.
- DONE: Can't harvest tile 0 of each row. (but still problems here)
- Can't attack buildings under constructions.
- DONE: Upgrade of battleaxe didn't shows the correct icon?
- Should show buildings, if I build with ctrl+shift more than one.
- Canceled buildings stills shows gray rectangle, if new building is build.
- New show actions produces new errors, buttons aren't not correct updated.
- The color cycling isn't 100% correct. See FIXME: in ColorCycle()
- Scroll with the keyboard: use state and not the repeat rate. Than make the scroll speed configurable. Use the repeat flag for faster scrolling.
- DONE: Knight graphics dumps core frame 140 only 70 possible. (tym.pud scrolling)
- Small ships shows an explosion if missile hits target add source.
- Ships didn't go up down, if attacking.
- my unit cannot attack enemy building when it is not finished yet (building)
- FIXED: when I put more unit into train queue than food suply, I produce these units even I do not have enough food - solution before unit is started to train you have to check if there is enough food.
- I cannot change unit 'pending' or however you call it (command aplied to new trained units) when there is a unit in train queue, I think I could.
- I send tanker to not complited oil platform and have a crash (core dumped) (not shure about it there were other tasks active :)
- [DONE] Don't let an organic unit be repaired.
- Resource line isn't correct updated for new units and food.
- DONE: If you didn't have a hall and a worker leaves the gold-mine, he attacks randomly.
- A peon can enter a mine and die in the mine.
- A pean can enter a deposit and die in the deposite.
- Don't let neutral buildings (mine), be attacked with the right button.
- The thing is, if whatever is blocking the path to the wood moves, the worker will stay locked up.
- Building tower I start see in it range before it completed
- I stoped ship with 'T' and it newer start moving.
- Works: Building a peon and seting relay point to gold mine it will not enter it but will be standing near it.
- Fixed: About attacking sounds 2 destroyers attack silently each other.
- First sound of attack i never hear, only second,..
- I cannot create more than 1 tanker at once but peons can.
- 4map of orc compain - I cann't get option for creation of transport (can't upgrade townhall)
- I can' hear sounds of enemy peons geting lumber when moving to it place with cursor while not see it. bug?
- Let single player maps played as multiplayer.

## Known bugs scheduled to next release (1.19):

- Arrows and axes did always hits the target, even if moving away.
- Building-cursor and cursor over units shouldn't change to looking glas.
- Flying and ships could only on even fields.
- The heading of attacking units isn't 100% correct.
- The heading of missiles isn't 100% correct.
- Units trained says nothing?
- Buildings which are busy (fires,attack, train) didn't show the flame.
- Only one and incomplete goals implemented.
- Rescue passive units are attacked.
- Fix all known core dumpers.
- Units removed are still shown on minimap. (enters transporters, than it moves)
- DONE: Attacked units arn't stopping blinking.
- defaulth.pud: AttackUnitsInDistance: HP==0 QuadTreeDelete: Value not found
- Ships should first attack units with distance weapon.
- Units attacked, which can't reattack should go out of range.
- Catapult has a wrong death sound.
- Wrong unit to mine gold 113, find the problem.

## Next to implement:

- [DONE] Repair code should be rewritten. (Was only quick hack)
- Document all functions with doc++ or doxygen comments.
- Rescue of units.
- [DONE]Add bzip2 support.
- [DONE] Wrong buttons peon/peasant: selected build menue
- [DONE] Wrong buttons for peon on the way.
- Should be fixed: Search bug peon on the way for building, and than let him build an other.
- [DONE] Upgrades
- [DONE] Research
- Show the units in a transporter on map.
- New spell "show units in enemy transporters"
- Make a spion unit.
- Costs Spells
- Regeneration of berserks
- Constructions have an own sight-range.
- Corpse have a sight-range which will slowy reduced.
- Gold-mines with peons have an sight-range.
- Show bloodlust,invis,shield,...
- Reduce memory use. (16 MB)
- Unit moves away from magni.., glas must disappear.
- Speed for daemon and skeleton.
- Buildings/Units blink red even after they aren't being hurt.
- DONE: After a Unit receives the command stand ground, he won't move again.
- You can build an oil platform anywhere but where the oil is. :)
- The price and name of something to be built/upgraded doesn't disappear, and will remain on the screen until another price comes up.
- The brown background is never updated, and it will build a mass of strange bits of pictures.
- Water buildings couldn't be always be reached???
- Selecting with rectangle and scrolling with keyboard: some solutions??
- Transporter and party didn't meet automatic!
- Multiple orc units selected shows human units!
- Playing with + and -, the game stops updating (Should test)?
- Another big thing I noticed - When loading data/puds/multi/jimland.pud, before the player stats appear, MANY lines saying "REGM: contains unknown action 0x4100" are shown. I didn't even look to see where this message is generated, but this serves as a heads-up.
- the final mission of the humans data/campaigns/human-exp/levelx12h.pud.gz is very slow and dumps core.
- Status line isn't correct cleared.
- Make color-cycling speed configurable.
- Buildings under fog of war shouldn't be selectable
- Buildings under fog of war shouldn't show decoration
- [DONE] If food is needed it should be shown bold.
- ActionNone is used, where?
- Show intro (story) message for levels.
- Show outcome for levels.
- Support different goals for levels.
- Support different AI for levels.
- Let the campaigns play like the orignal.
- Setting the units limit for each player seperate.

## In the near future:

- Missiles must be completed
- Attack must be completed
- Computer AI should be improved
- Add map-specific AI strategies
- [DONE] Fog of war (correct)
- [DONE] Exploration (correct)
- Interface: shift mouse select/unselect ...
- Show unit state in buttons.
- Never chop the same wood twice.
- [DONE] Correct buttons for more selected units.
- DGA X11 supported.
- Improve network (internet) support
- Faster and better extraction (build.sh)
- Slow down speed (not only speed up)
- Invidual speeds for players.
- [DONE] Cannot upgrade weapons, shields and catapults
- Cannot upgrade axethrower to bezerker...
- [DONE] Cannot upgrade axe damage
- Cannot upgrade ogres to mages...
- Cannot upgrade death knight magic...
- [DONE] The enemies do not develop... they just harvest...
- [DONE] repair building doesn't seem to work
- death knight magic doesn't seem to drop at all...
- Complete the new user interface code, atlast the sounds.
- Training queues without resources.
- Hear range, and sound handling of only hearable sounds.

## In the far future:

- Documentation
- Background sound support
- Support for debian / rpm packets

## Future plans:

- [DONE] Way-points
- [DONE] Build multiple units (training queue)
- [DONE] Build list for buildings (building queue)
- Z coordinates
- Ground effects (roads faster,...)
- 800x600 resolution support ( requres just 800x600 mode border/interface graphics )
- Animated cursors
- [DONE] Automatic repairs
- Show how time of bloodlust... (blink if short before end)
- Show invisible better, (transparent...)
- Radar minimap. (Edgar!)
- Unit groups on 1-9,0.
- Map zoom factor 1,2,4 like anno 1602
- Add TrueColor 24 bit support
- Add support for SHM-Extensions without pixmap support

## New ideas:

- Animated resource icons.
- All icons animated.
- Paladins: Autohealing + Autoexorcism
- Ogres: Autobloodlust
- Upgradable magic: One level of upgrade == -(10-15)% required mana to cast, but +(15-20)% of cost. Up to level 9.
- Upgradable weapon accuracy: In the same manner as upgradable magic, damage 4-12 --> 5-12 --> ... --> 12-12. ballistas/ships accuracy increases in step of 5. accuracy improvements enabled after full strength upgrades.
- Count kills for unit/building.
- Food requires/food provides for units.
- Units can patrol between other units.
- Mage Tower/Temple of Death accumulates energy. Then it can be transferred to nearby units in x8 value.
- What about if peon attack is modified in this way that if attacks bulding it returns 1/2 of the resources for it. something like demolishing, not needed buldings or enemy ones.
- DONE: Support for W*rC*rft. (without II)
- Support for W*rC*rft Alpha. (Some nice ideas was dropped)
- DONE. It would be nice if the game didn't immediately exit once the game is over, instead an "on screen" followed by a game pause would allow the player to see why they won/lost. Then they could just type 'q' to quit as usual.
- Allow multiple tilesets / map or pud.
- 1) Randomly generate unit structure. Random health, mana, accuracy.
- 2) Allow bridges over rivers, that can be destroyed.
- 3) Allow true stonewalls - make a big castle that can be defended archers on stonewalls, just mages can destroy stonewall, ballist can break gateway into the castle. How ever some war vehicles can overcome stonewall - somethink like ladders.
- 4) Allow attack and defend formation:

              x              x x x x x
             x x              x x x x
            x   x            x x x x x
           x     x            x x x x

  and many others, that will be kept while moving. Also 'disperse' command, i.e. while attacked by catapults.
- 5) Allow retreat command, all units that are in fighting area will reatreat. Or selected units immediately do retreat.
- 6) Allow army structures, select i.e. 9 footmen mark as a column, select 9 columns mark as something other and so on till you select whole army.
- 7) Do it a little bit real. You do not have to kill all enemies but achieve some line and make your enemy to retreat.
- 8) Mage can teleport a unit to another place. Mage could cast spells to multiple units, not just to one.
- Walls with different Hitpoints.
- Use or control MP3 music for background.
- Scrolling/Zooming the minimap.
- Day and night cycles.
- Line of sight, shows only viewing direction
- Line of sight, to be blocked by big objects. (Ground levels...)
- More critters, and critter that attack, critter that give birth to other critters, critters which are invisible in forest but show up in land, critters which are ridable, the give birth idea could be used as a way to have extinction in those big 1000 x 1000 maps :)
- Trigger system like St*rCr*ft.
- Add barks.
- Now we just have to add plant-trees command to peons
- Make critters attacking all player units.

## New units/behaviour:

- Critters
  - Cost only time ( no food requred )
  - Every few ( 3-5 ) critters provide food for few units ( 1-2? )
- Dark Portal -- teleport, portal between worlds
  - Requres Castle,Church and MageTower to build ( perhaps and some Mages trained? )
  - Collects mana
  - Uses full mana load to place teleport destination
  - Teleport units with mana cost
  - `Recall's unit from the destination spot back ( mana cost )
  - Can be upgraded to allow to summon other worlds units ( daemons )
- Runestone
  - Requres Castle,Church and MageTower to build ( build by peon, activate by mage? )
  - Collects mana
  - Transfers (auto?) mana to all magic units in the range ( Mages,Paladins )
  - Even can transfer mana to other buildings like Dark Portal! ( So Dark Portals can be supported by cluster of runestones... )
  - Heal all units in the range ( requires mana )
  - Blocks all Dark Portal destination spots in the range

Last changed: $Id: todo.html,v 1.39 2000/03/17 16:07:33 root Exp $
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