(a Warlords II clone)
general programming todo list:
See the old todo lists.
implement degree of difficulty.
easier random maps have more sages in proportion to ruins
harder means hidden maps have fewer signposts
easier means more armies available for production more often
easier means start with more gold
should city sack/occupy expire when the target city is pillaged?
if the hero doesn't do the right thing, the quest gets expired
if another stack of mine takes the city, the quest gets expired
implement `vector to new city'
bug: heroes can get born with same id, which caused various crashes
bug: see-all in vector window should hold it's value over multiple opens
bug: city window needs to show vectoring by default
randomly connect cities with roads
- ports should go on shore
boats can go on shore, but not land
shields should be part of the tile set images
editor bug: dropping water near map edge segfaults
when loading map in the game preferences dialog, it should disable players that can't play
fights should have an explosion
random cities shouldn't be placed inside islands of mountains
bug: the waypoint graphics can be wrong when when flying, or going over some other special terrain
items should be per scenario, not global
bug: allies should show up with 0 upkeep cost
need a stack info dialog
graphs need labeled axes, and ticks
- computer players
should use vectoring
- go to temples to get blessed
- should use heroes
- to search ruins
- pick up bags
- go to temples to get a quest
- fulfill quest
bug: ai fast computer player can sit around and do nothing
- add network play
- bug: fight window, next turn window, follows to current workspace
- add ability to edit/preview roads/bridges in tileset editor
- add ability to edit/preview fog in tileset editor
- add ability to edit/preview selectors in tileset editor
- add ability to edit/preview explosion in tileset editor
- add ability to edit/preview flags in tileset editor
when dragging a stack, it should plan movement, but not execute it until drop
when dragging a stack, the screen should scroll when dragging past edges
heroes can show up as produceable units if cities-produce-allies is checked
modifying signposts doesn't allow the user to hit enter and have it accept it.
bug: dragging a stack a very small distance resets the path
add movement bonus to armies that are "rested"
quick-start doesn't work with loading a map
bug: giants can't move in hills when they have 2 mp left
bug: can't set names/types in new game dialog when loading from a scenario
bug: can see planned ai player movement paths
- bug: when we switch an ai player to human while it's moving, it doesn't really quit its move (it will move the next turn, although it's a human player)
delete the autosave file upon successful quit
if it's there when we start, ask to recover it.
player colour should be taken from the shieldset somehow...
color for player number would then move into the shieldset class