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:
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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