(a Warlords II clone)
general programming todo list:
- heroes:
- arriving:
male/female choice
need to swap hero picture according to radio button
requires male/female to be in data file
also, original game had special (random) hero names per side
add ability to change hero name-
hero should arrive on first turn
implement better chance calculation by Bob Heeter
add smallmap to hero offer dialog
highlight what city the hero is coming from on the smallmap
make heroes able to pop up in any city, not just first one
have certain armies show up with new heroes sometimes
bug:hero not visible after move until stack is clicked on
bug: we see allies show up for non-human players
- ruins:
when encountering a ruin, it should announce what it encounters before fighting
searching a ruin should fight at most one monster
heroes shouldn't fight monsters at a ruin, winning should be calculated differently.
implement better chance calculation by Bob Heeter
only certain monsters should be found in a ruin
searching a ruin should sometimes find a sage, and no monster
- a sage should offer money, maps, or items
- need a ruin/temple info dialog with ruinmap on the main menu
successfully searching a ruin should yield an item, allies or gold
heroes who die at ruins leave the rest of their stack behind
- easier random maps have more sages
ruins should be able to be "hidden"
- quests:
when a quest demands a city sack/raze, highlight it in the city occupation dialog
a quest should sometimes demand that an enemy city be sacked or razed
quest should identify the location of the target(s) on a smallmap
a quest reward should be able to point to a hidden ruin
- a quest reward should be able to point to a hidden ruin that has a particular reward (like an item)
need slay a single unit of TYPE quest
kill armies quest should specify a player
need an occupy-city quest
need a sack-and-pillage an amount of gold quest
a ruinsearch quest should never happen
- city sack/occupy should expire when the target city is razed
- should city sack/occupy expire when the target city is pillaged?
- quest to kill army type shouldn't expire just because there are none left
bug: when pillaging on an occupy quest, we still get a reward
add new quests to action framework
- bug: we see a quest dialog when another player's hero gets a quest (confirm?)
bug: crashes when getting a second quest
only assign the first hero in the stack a quest
only assign one quest per player, not one quest per hero
quests should have allies as a reward
quests should have an item as a reward
small map should be shown on quest completion
quest report should show progress of the single quest
- temples:
heroes may be blessed many times, but regular units only once
any army can get blessed, not just heroes
bug: load game breaks on remembered temples from blessings
should have more than 0 movement points to search temples (or ruins)
- items:
remove hero wearing items, instead just have a general bag of items
heroes should start with a battle standard
dropping items in water should make them go away forever
- heroes who die should leave a bag of stuff behind
- when hero fights a city and loses, the bag falls into the city
remove pictures of items
items should have bonsues like +4 gold per city, and stack flying, etc
- movement:
heroes should be able to ride things that fly
cities/gold/income/upkeep underneath stackinfo
make mountains *impassable* except by flying creatures
don't put cities on a mountain tile
taking over city should show the units that were pillaged/sacked
on first turn should show city occupation dialog
boatplay:
one can't produce a boat unit type
one can enter the water from a port, costing a turn
land units fighting on water fall back to a low strength (4?)
movement of all units becomes larger when in a boat
shortest path needs to take into account ports
stacks should appear as boats when in the water
movement bonus picture in stackinfo should be a boat when whole group is in the water
armies:
medals are only conferred to non-ally armies who fight with heroes
don't allow army strength to exceed 9
remove army defense stat
remove army vitality stat
implement missing army bonuses, like +2 str in city
calculate army bonuses properly
remove unnecessary army "portraits"
standardize the size of the map (rectangle, not square)
cities should always have exactly 4 production slots
city defense level should be separated from production slots
add sheild-set to show who's turn it is
add ability to change hero names at game preferences
remove ability to select army tileset in game preferences (select per scenario, but not per player)
city pictures are by player
eight players should be the default at game start
players should be able to be turned off at game start
change default player names to correct names
change player colours to correct colours
add "sack" to city occupation dialog
make sack and pillage behave properly
remove "multifight"
remove "advanced production"
add diplomacy
add ability to rename and raze cities
add hidden map (fog of war)
add military advisor (e.g. surely thou cannot lose!)
need one (themed) armyset that contains all units
add looting upon occupy. give (Enemy-Gold/(2Enemy-Cities)) to the attacker and take away twice that from the defender.
different mouse pointer for when hovering over an owned city
left-clicking on an owned city should bring up city info dialog
hovering over an enemy city from a square away should have a sword mouse pointer
make the next turn dialog show up again
make the selector graphic be a different colour per player
make the selector graphic smaller when dealing with single stack
make the selector graphic rotate faster
bug:show smallmap before initial hero, and showing city production (normal works, tiny and small maps don't)
bug: hero gets treasure even though she's killed
bug: fight dialog should go away when the main window does
bug: mountains at 100% in game preferences can cause the game to crash
bug: don't allow gold to go under zero
bug: when deselecting units, the small selector doesn't automatically appear when there's only one unit left selected
add ability to disband a stack
randomly connect cities with roads
random rivers should flow down from mountains to shore, boats can go on shore, but not land
right-click on owned city should bring up city info
bug: attacking city and losing leaves attackers in city
initial capital city gets one strongest army for free
bug: flag lengths are too long
change fighting algorithm to not include ranged attacks
only heroes can increase levels
remove tile defense, is represented by army bonus
remove ranged attacked
editor should have ability to produce an altered army unit, e.g. quicker or stronger than the template
vectoring:
add real vectoring. e.g. a unit takes 2 turns to show up in a new city.
make other cities appear as razed cities on vector map
show production/no prodouction for cities on vector map
show source/destination for cities on vector map
implement `see-all' vectoring
add `see-all' toggle button on vector dialog
add pictures for incoming vectored units
- implement `vector to new city'
-
clicking on an owned city in the vectormap should take me to another city
only vector to owned cities
- vector to planted hero standard
stop vectoring when stop production button is pressed
show razed cities on small map
make clickable target as big as the shield
limit the number of armies that can be vectored to a single city (4)
- make ai players use vectoring
bug: attacking an empty city segfaults
add army info to right-click in city production window
remember who's capital city this is, say it in city info
bug: player dead, end of game not caught
add "CITY is in ruins!" dialog after razing a city
bug: an enemy attacking another city can crash the game
can't buy an army unit when we don't have a spare slot
bug: selecting a second unit in the city-window, yields wrong current unit image
bug: flying movement doesn't extend to rest of stack
prefer diagonals when calculating paths
need bridges
need anchor ports (water entry points that aren't cities)
music system can randomly crash
random map should allow 80 cities
fight dialog should have defender on top, and attacker on bottom
bug: shield set not updating per player turn
bug: sometimes an army can't be selected in the stack
random cities shouldn't be placed inside islands of mountains
bug: ruinmap shows hidden ruins for other players
bug: too many cities on random map
land adjacent to water needs a different "shore" picture in the bigmap
add fight order of armies so that certain armies fight first in battle
artwork todo list:
- change tile size to 40x40
- new title screen
- new terrain tiles
- new army icons
- new hero icon
little flags should be 2 tiered
draw cities as bitmaps on smallmap
draw temples as a dot on the smallmap
selector graphic should be more than 2 frames
small selector graphic
selector graphics should look cooler
add sheild-set to show who's turn it is
- need new turn graphic
- need graphic for about window
- need many more army tiles (heroes, etc)
- need castle picture
- need ruin picture
- need temple picture
- need stone picture
- need hero arrives picture (male + female)
- need occupying a city picture
- need hero encountering a ruin picture
- need bag of items picture
- need land-connector bridge picture
- need road-connector bridge picture
- need pictures for cities/gold/income/upkeep stats underneath stackinfo
- need little captial city graphic
- need little water graphic to put under units when they're on a boat
- need little hills/flying/forest graphics to show army travel bonuses
- need military advisor picture
small map should have land shadow
small map should draw mountains better
small map should draw forest better
small map should draw swamp better
small map selector box should be thicker