This is the developers (Erwin) todo list. He has posted it do give insight on possible future alterations/updates. This is not the proper place to post your ideas, that would be the Forums. Also check Guide to the ToDo List. Thank-you in advance for your discretion.
BUG: scout admiral with more than one rule: first completely execute the first rule, then disable that if another scout rule exists
2
BUG: gal 10, sepp, turn 196: where are my ships being sent to by the admiral?
DONE
3
when conquering a planet with two or more parties involved, make sure the player with the stronger fleet receives the planet
DONE
4
admiral box slow when >50 admirals (astax)
5
BUG: modifying arbitrary point in space not possible
→ it actually is, but after you pressed ok for that admiral, the changes are lost again
DONE
6
BUG: main window deactivates briefly when clicking on either sort or filter icon
→ entire frame is redrawn twice before menu opens...
7
BUG: arbitrary point in space: make sure the specified point is not to close to an existing planet/sun
DONE
8
BUG: mouse-wheel not working in planet-view screen after a tick happens
→ needs to switch back to the planets screen to get the sorting right
9
BUG: assign-to-admiral needs to check if the ship was really produced on specific planet
→ in fact it only needs to check if the ship was produced this very turn
DONE
10
assign admiral to multiple ships → rename admiral → admiral does not get updated in ships-screen
DONE
11
PickCtrl: can’t pick a ship that is part of a cluster
DONE
12
BUG: battle-calc: fight ships against PD (eg 20 LT), then subtract some LT → average condition turns negative
13
BUG: battle-calc: can’t select no technology for heavy weapon technology, which is required to depict the in-game situation
BUG: application is stuck in task-manager when pressing cancel during receiving galaxy-data
DONE
17
BUG: when splitting fleets follow the new largest junk, instead of the same fleet with possibly only one ship left in it http://www.spaceciv.com/forum/thread.php?postid=9991#post9991
→ (at the beginning of a tick) remember to which fleet a ship belonged at the moment it is removed from a fleet. just before the tick happens determine the new largest chunk of all ships that once belonged to the original fleet
DONE
18
vista patch problem: seems to go wrong all (?) of the time
when ship moves to a sun (or planet?), that is then renamed by the owner, the new name is not reflected in ship-screen
23
copy/paste governor rules loses hierarchy information in case of groups
24
BUG: a ship on the queue that is running out of resources is not built → queue switches to wealth
→ if resources are bought, the planets’ production is not updated immediately, but starts building 1 turn later
25
BUG: you can read ship names of an ally in battle report → ship-names are shown for the first player included in the report
26
BUG: can’t assign admiral to ship in radar control window (radar marks)
27
battle-report bug: received a “unknown” report, even though my allies were present that were strong enough to see the enemies ship-info
→ check for that case, and ignore the “unknown” and send a full copy to me too
→ river reaper, gal 83, turn 556 and 557
gov condition: If Planet Name Contains specific text
DONE
2
governor: Conditions based on a planet’s current defense would also be nice.
→ “If Planet Defense (as seen on the Planets screen icons) is lower than|higher thanPoor|Good|Etc”
→ “If Light Firepower|Heavy firepower|Shield Strength is lower than|higher than“)
→ “If Shield Strength|Total Hitpoints|Total Units is lower than|higher than“
3
governor: Stop|Break processing rules
4
gov-condition: If Empire Wide Treasury|Empire Wide Income Per Turn is lower|higher than specific number|Percentage of Treasury
DONE
5
governor rules/condition menu: separators per type (resource related, production related, etc)
DONE
6
gov-condition: if total science is higher|lower than 0
7
governor: sell facility rule
8
new governor conditions:
→ if number of turns till you gain population at current rate (food surplus / remaining capacity = 1 / number of turns to gain population)
→ if total number of turns that it currently takes to increase population (food surplus / total food box capacity right now = 1 / number of turns it takes to gain population at current development stage)
→ similar thing for production?
9
NOT condition for the governors
→ or even better, support an “else branch”
10
governor: copy rule to clipboard, so that it can be pasted text/html style in the forum
DONE
11
change the condition selection interface. use “add condition” use a small “delete” icon to remove certain conditions again
gov-condition: allow to set food-surplus to make it dependent on food-storage-box (percentage of food-storage-size), to maintain a steady growth (new type for ConditionValue)
→ http://www.spaceciv.com/forum/thread.php?threadid=2284
also see item #8 and #14
find a better solution for right clicking link-style paramaters in govs and admirals → no one ever finds them
→ possible popup a secondary menu (office style) with additional options
→ or display a “additional options” icon (just like the filter and sort icons)
20
governor: “if conditions” know if they should be “if” or “while” (as well as “all” or “a”)
→ While currently no production
→→Convert a Worker to a Farmer
assault admiral: sends ships even if no attack order given
→ tries to form a cluster (maybe it should only try to form a cluster if there is a considerable cluster already?)
→ make “forming a cluster” a conditional rule for assault/defense admirals
→ in addition modify the intercept rule in such a way to specify to attack single ships only
DONE
2
admiral: set “attack fleet” → fleet gets disbanded → shouldn’t we try to attack a random ship (the biggest) of that (former) fleet?
DONE
3
admiral-rule: Man ships of specific type ..... if rank at least|mostspecific number
DONE
4
admiral: intercept, if ships park at hostile planet (with “dont follow to hostile planet” rule) execute next target which should be, defend one of my planets
→ the goal is, don’t stand 1 tick away from a hostile planet and wait till we are being attacked, instead pull back to a safe haven
DONE
5
admiral-rules: check code of all rules if they correctly check for the owner in Admiral::validateSpaceObjects()
DONE
6
admiral-rule: transport stationed military ... when rank is at least 0
→ or, “Transport Stationed Military of at least rank 4 from Specific Planet to Specific Planet, only if stationed military is below10.”
DONE
7
colonization admiral: tests for
→ No other player in the system.
→ commodity output at least x
→ commodity quality at least x%
3(UN)
8
admiral-rule: stay at current (captured) planet, and wait for a ship-yard to be built, get repaired there, and then move on to next target
→ maybe it is (more) useful to change the current “retreat rule” to give it the option to retreat to the nearest planet with a shipyard (allied or your own).
DONE
9
admiral: assign crew to ships, allow maximum crew option
DONE
10
admiral test case: intercept a ship as soon as it leaves the planet
→see also turn 220, would be cool if all those single ships could be intercepted one by one
DONE
11
allow editing of admirals, even if no ships in the ships-screen
DONE
12
extend the “number of ship-designs” condition by the following variants
In the galaxy
In the same solar system as the planet the governor is running on
In orbit around the planet the governor is running on__
→ see http://www.spaceciv.com/forum/thread.php?postid=11666#post11666
intercept rule: if it is present it allows you to engage into a battle with ships that are at same location in space, even without explicitly having to set the attack order before-hand. the ship is in “constant attack” mode so to speak.
For items that have a global count (#) check every turn if the condition is fulfilled, and switch to the next item if so. Avoid producing more items than the user requested
2
allow adding future facilities to the production queue
3
production queue: instead of the 4 control icons left of the icon, show 4 tabs right above the item (in a separate window) when moving the mouse over
scans: one can split his fleets into several smaller ones to make the enemy use more than one scan
→ probably a scan into a ship-cluster produces a report for every single ship in there, but only still costs one scan
DONE
2
test: tech-scan planet whose owner has changed: what happens?
→ same with planetary scan...
DONE
3
system-scan: ignore effect of cloaked ships
DONE
4
route-scan: when scanning a ship that is following another ship, that is already located at the same location in space as the followed ship, extend the route (of the scan) by the part of the dotted line to the target of the followed ship
→ http://www.spaceciv.com/forum/thread.php?threadid=1760
5
new scan suggestions (eg “surge scan”) http://www.spaceciv.com/forum/thread.php?threadid=1822
→ probably get rid of fleet scan altogether, instead always reveal the number of ships in a fleet
→ replace fleet scan with surge scan
recon icon should flash when discovered new planets/ships (possibly bold them)
5
Flash the research icon when a new research is available. also send a news-message.
6
check behaviour of flashing icons. also implement a timer to stop the flashing.
7
display the galaxy name in the main window title
DONE
8
InPlace PickCtrl: deactivated the vertical-scrollbar for skinned list-box since it causes graphical glitches
9
fleet tooltip: display light/heavy hitpoints instead of total units/hitpoints
also take ship-rank into account when displaying firepower
also see bugs #17
Effective hit points of ships in fleets (”Ships” screen) is not displayed.
10
known players: (in a tooltip) show the positions of the first ship(s) where they were first seen
11
make all windows non-modal (ship-design, etc)
DONE
12
mark the destination of the route in a route-scan (use a red selection-box)
→ that is so that the user can see which object is actually targeted
→ currently this is not possible, because the route knows only the target position, not which object is targeted
→ i think we can do it, since either we follow a ship, or we are heading for a planet (or arbitrary position!)
13
don’t allow fleets with a single ship (watch out for tutorial gal)
14
remember window frame and column settings
→ store galaxy view options on the server
→ save filter sorting options as well
15
route-heading should not get updated in real time. instead remember the ships heading at the start of the turn on the server
DONE
16
display Governors & Admirals on Mouse-overs in the respective tooltips
DONE
17
Ship command “Move near to” that would pop up the waypoint disk as it does with an admiral. This way waypoints could be set without needing an admiral just to contain the rule... and we might even get to know how far it is and how long it will take without having to “hold position” and wait for the tick.
DONE
18
display the current reputation gain/loss by hovering the mouse over a known player in the diplomacy screen
→ take significant battle into account
DONE
19
planet context menu “selection”: select all ships with route destination to this planet
DONE
20
“kamikaze scans”: no battle reports if your ships did not survive at least 5% of the battle duration
governor and admiral: replace in-place combo-box with menu-style lists, since they are more convenient
DONE
24
Put the fleet percent damage level (as text) in the fleet tooltip
DONE
25
planets screen: extend context menu with “ship-crew” (same as ships-in-orbit-menu) that allows to (un)crew all ships in orbit at once
→ possibly allow the same in the ships-screen?
26
add approx 6 degrees inaccuracy to the ship heading/trail so to not give away the precise direction, but only the general heading
DONE
27
list a planet as part of the ship-cluster selection menu, for when lots of ships are in orbit of a planet while being really far zoomed out
28
assign labels to ships and planets. Like “Scout”, “Bomber” & “Colonizer” for ships and “Breeder”, “Shipyard” & “Intel” for planets
→ you can filter out planets (and ships) with the help of those labels.
29
display corruption formula in tooltip
DONE
30
compute reputation penalty different from breaking a treaty
→ ignore length of the treaty, but take treaty type into account (consider treaties with a length of 500 turns)
→ allow to break treaties with inactive players (take inactivity of a player into account and grant a discount)
DONE
31
more sophisticated way to compute experience gained in ground combat
resource treaty: loosen up check if we got enough resources (for treaties with a duration)
36
combo-box with scrollable drop-down list
→ actually custom combo-box with (drop-down) menu
37
text messages: turn coordinates (3/4/1-6) into links so that they can be clicked and the camera centers on them
38
Unbalanced Unmanned Orbital Ships http://www.spaceciv.com/forum/thread.php?threadid=2623
→ are too powerful for their cost
→ either need to be manned to be destroyed, or shields are less effective (depending on crew aboard), or rebalance shield strengths
39
planets screen: show which queue is currently assigned to a planet (in a separate column)
40
scan multiple ships/planets from recon screen
41
feature that allows to include planet’s and sun’s names with coordinates into message just by dragging them from galaxy map
42
ability to add command-centers to the battle-calc, since they do influence a battle outcome.
stealth technology: allow to fit (light) ships with more than one cloaking device. increases cloaking factor up to 75% (every subsequent cloaking device offers a higher cloaking protection)
→ http://www.spaceciv.com/forum/thread.php?postid=10380#post10380
17
trade map of known galaxy (planets and systems only)
DONE
18
allow players with a low average rank to still join lower ranked galaxies
DONE
19
allow to design ship-designs with future ship-components. these ship-designs can than be selected into production queues, and would be automatically built as soon as the technology becomes available
challenges and rewards: manually edited challenges that are sent out via the news
→ hold planet x/y/z for min 100 turns for +100 fame points
→ ally up against (eg) phantom, and make sure he is not in the top 3 at the end of the galaxy, for +200 fame points
→ ally up with phantom, and win the galaxy together with him (only up to 3 allies are allowed), for +100 fame points
→ also you get a “challenge icon” added to the players profile
24
different science-wastage formula, one that affects larger empires more (more planets) than smaller empires (fewer planets)
PD scanner module, that allows you to see PD strength once you are close to a planet
34
when sharing line-of-sight share fleet and planet strengths/details as well
→ either send the full info, or attach a info chunk
→ something similar could be done for scans, instead of checking the scan-database, store the ship details with the ship itself
player rank/grading system, with galaxies for ranked players only
→ top 25% receive 1 rank
→ victory medal for 1st, 2nd, 3rd place
→ Probably the ranking system should be based on the percentage of total score you achieved. (In G19 75% of all points scored were in the top 3)
→ Try galaxies with a fixed end-turn
DONE
2
weighted voting system to end the galaxy
→ voting power could be related to score and/or planet count
→ shared win, individual wins?
→ if more than say 75% of the *active* players vote to end the game (plus certain other conditions are met, like minimum turns etc)
→the game ends (within the next say 24 turns)
→ can change the vote
→ once a final end-turn is computed, do not change that (no flip/flopping)
→ http://www.spaceciv.com/forum/thread.php?threadid=1616
→ http://www.spaceciv.com/forum/thread.php?threadid=1922
DONE
3
diplomacy treaties that give allied players advantages
→ send battle-report of planet that is under attack to my allies (if treaty says so)
→ treaty option: share line of sight (for allies only)
DONE
4
bounty for attacking inactive players
→ “Basically, someone that registers and doesn’t play at all, after 12 days, he’d have a 100% bounty, meaning no reputation penalty hit for attacking him. Someone with 30% bounty would give 30% less reputation hit to those attacking him.” (Xog)
→ implemented “inactivity reputation modifier”
DONE
5
suggestion: implement a real 2d style map galaxy
6
ship-design attributes (agility, precision, aggressive/defensive, etc), can be assigned RPG-style from say 10 available points
→ discuss with players
→ one could be, instead of 1% per iteration some ships are allowed to shoot a higher percentage earlier (giving them an advantage against overwhelming enemy)
inactive: a player did not log in for a certain amount of time (marked as such) and can be attacked without losing reputation
→ maybe that account is locked (for that galaxy), and it turns into somthing like a “lost ancient civilization”, with extra bonus etc.
DONE
10
suggestion: newbie gal, before you can play in the regular galaxies → sandbox galaxy
being able to set a marker (a beacon) in the 3d-galaxy and attach a note that your allies can see (prem only?)
15
firepower distribution / rpg style attributes
→ “well, a rock-paper-scissor system would be awesome... I tried to find a good solution to it, saw a design idea couple years ago from freeorion, but can’t find anymore.”
→ “Ship-classes have primary and secondary class-targets, which they pick first. They receive bonuses when attacking their primary/secondary target classes and, depending on size, penalties when attacking other classes (battleship → shuttle/corvette)”
→ missile-ships defeats heavy-ships, heavy-ships defeats light-ships, light-ships defs missiles from missile-ships (nullifying their damage (ie use FP to reduce opponents FP)) → http://www.spaceciv.com/forum/thread.php?postid=19066#post19066
races, with individual traits (eg bonuses on production, firepower, ship-speed, defenses, etc)
→ possibly also have technologies (that are mutually exclusive) that allow you to influence those traits during the game
→ http://www.spaceciv.com/forum/thread.php?threadid=2354
→ possibly allow the player to create custom races?
DONE
21
more sophisticated PD damage model
22
improved territory calculation
→ order player to leave territory (tell admiral to avoid territory), after warning period player can be attacked freely \\→ pirate ships can attack without rep loss or declaration of war
→ http://www.spaceciv.com/forum/thread.php?postid=19874#post19874
23
trade planets and technologies: stronger player can give to weaker, but not the other way around
→ or actually it is possible to give away 10% of your planets your own planets, so that it is still possible to trade individual planets
→ also a strong player should still be allowed (if he wants) to give several of his planets to a weaker planet, in order to support him
24
planets with different hostile environment levels, that require you to develop more advanced colony modules to even colonize that planet
→ reduce number of planets (and ships)
improved combat (more variations, rpg style, initiative, scrips, etc?)
→ change combat code so that every single ship has its target, shoots its firepower
→ visualize battles (shields block shots, visualize that too, possible slow flying rockets?)
→ speed, scanner range and stealth should have an effect within combat
→ G104, Battle at Planet ‘Come and Get some’ (4/1/4-4) with Skinnyloser, jackjack, Ruger - rugers ships only making very little damage...
webpage: add radar, governor and admiral to the feature set in overview
DONE
3
webpage: getting started: you can configure your browser to automatically open a Galaxy-Pass with the SpaceCiv exe every time. That way a click on “Enter Galaxy” link/button puts you directly into the SpaceCiv galaxy!
DONE
4
manual: governor rules more detailed info (food-surplus, base food, food output, etc)
5
webpage: show highscore for current gals
DONE
6
when galaxy is full, mark it as closed on the webserver
DONE
7
tutorial: send ship to nearest sun, allow alternative methods (like unticked “unexplored suns only”)
→ allow sending directly without the radar
DONE
8
manual: more experienced steps: try (shared) prod-queues for production, use govs to manage your population (examples)
9
when client fails to connect to server (”server down”) suggest to change the firewall settings
→ ideally retry with changed firewall settings
tutorial: fleet handling part 1, allow creating fleet in galaxy map as well
DONE
12
webpage: display galaxy score histogram
DONE
13
tutorial galaxy needs to use proxy settings when marking the galaxy as finished
→ ideally it attempts to do so at the start of the tutorial galaxy, and if it fails ask the user for the correct proxy settings (via the connection settings dialog)
DONE
14
tutorial galaxy: adapt to work with new design (2 food bars, etc)
dev.txt · Last modified: 2012/02/26 22:17 by erwin-cs