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freee's Issues

Port game to .NET Core

I think this is necessary for porting to Xamarin #13 ? .NET Core 3.0 supports Windows Forms on Windows (not on Linux/Mac yet) so we should not have all that much to worry about, hopefully...

Duplicate weapon platform designs

Describe the bug
Weapon platform designs get duplicated.

To Reproduce
Steps to reproduce the behavior:

  1. Create a bunch of weapon platform designs.
  2. Obsolete most of them.
  3. Process a turn.

Expected behavior
Weapon platform designs are obsolete.

Actual behavior
Weapon platform designs are duplicated.

Music

We already have some music but we could use some more to fill out all the moods/modes...

AI

We need AI scripts, at the very least a generic one for all races to use until they each have their own distinctive personality.

Corrupted library designs

Describe the bug
My library designs are getting corrupted - base space yards with two space yard components, for instance

Error when selecting a planet

Describe the bug
Error when selecting a planet.
fmbrawl_14_0001.zip

To Reproduce
Steps to reproduce the behavior:

  1. Open attached savegame
  2. Navigate to the Sophenis system.
  3. Click the planet Sophenis VI.

Expected behavior
A report on the planet appears.

Actual behavior
Error message:
image

Intelligence operations

We need a system for intelligence operations, i.e. espionage and sabotage.

Should we reimplement the SE4 system, or do something new?

Planet art

This includes other stellar objects such as warp points, stars, etc...

Base space yards don't work

As reported by Skyburn on PBW:

They don't seem to actually build anything. You can add stuff to the queue, but it will just dump it out without building anything.

Unstack troops in ground combat

Right now though troops are immobile and can't mount engines, so we would need to give them a default speed (say, 1). This could be a setting in Settings.txt with a default of 1.

This would make ground combats much more watchable, and also make range matter when it comes to troop weapons.

But what if all the defending troops are unarmed and they run away? Then the planet will never be conquered...

Random events

These will be generated by scripts. I started on this but the scripts kept crashing.

Option for SE3 style ship construction

What do you want to see?
Alternate construction mode toggleable in game setup:

  1. To build a ship, you pay its resource cost up front.
  2. When the ship is ordered, it appears instantly, but all its components are damaged; it then needs to be repaired.

How would it help players?
Nostalgia for SE3 :)

Alternatives
Are there any other ways these benefits could be achieved?
Maybe? :)

Things to consider
A ship that has all its components damaged will be flagged for destruction. We will need to make sure this does not happen (at least for one turn) for newly built ships.

What becomes of construction rates, then? Would they be meaningless, and only repair rates would mean anything?

Infinite range seekers

Seekers need to seek forever if their maximum range is at least 20. This number should be configurable in Settings.txt but default to 20.

Stars can't be memories

Describe the bug
If you enter a system and leave it, the star always shows up as "current" in its report; it's never listed as a memory.

To Reproduce
Steps to reproduce the behavior:

  1. Enter system with star
  2. Leave system
  3. Wait a turn or two
  4. Check the star report

Expected behavior
Star is listed as "Memory from 2 turns ago" or whatever

Actual behavior
Star is listed as "Current"

Screenshots
image

Right click menus

What do you want to see?
Select a ship, right click a planet, click "colonize" - that sort of thing.

How would it help players?
Make the UI more intuitive.

Alternatives
Right click a ship, click "colonize", click the planet, a la Cosmic Supremacy. This would be more "discoverable" (easier to learn what the commands are) but the menus would get cluttered.
I wonder if we could make the menu style an option? We'd probably want to programmatically populate the menus on the fly so with the right data model we could probably support both styles (right click ship vs. right click target)...

Screenshots and mockups
N/A

Things to consider
How to handle commands that don't take a target, e.g. scrapping a ship?
How to handle when there are multiple potential targets in the same sector?

Rebalance fighters vs. emissive armor somehow

In SE4, fighters stacked to overcome emissive armor. However in FrEee fighters do not stack, so they will be severely gimped by targets that have emissive armor. We need to fix this somehow...

"Requires supplies to function" flag on abilities

What do you want to see?
A flag on abilities that says that they stop functioning when out of supplies.

How would it help players?
This could be assigned to shields to start off with, but it could be expanded to other abilities at the whims of a modder - for instance, sensors might stop working when out of supplies.

Alternatives
The flag could go on components instead of abilities maybe?

Notes
Things that have infinite supplies (e.g. bases or planets) would need to have their abilities always work.

Port game to Xamarin

Xamarin runs on a variety of platforms and it would be cool to have a mobile version of the game! Oddly Xamarin doesn't run on Linux though...

Copy messages from log

What do you want to see?
The ability to copy messages from the turn log.

How would it help players?
If there is an error, this would make it easier to report.

Traits Missing Details

Describe the bug
The traits tab of the Empire creation screen has just a point value((1000 pts, 2000 pts, etc)) without any description of what you get for said points.

To Reproduce
Steps to reproduce the behavior:

  1. Create a new race.
  2. Go to the Traits Tab
  3. Look at what isn't there.

Expected behavior
I expect it to say something like:
Brilliant Scientists (1000 pts) +10 science

or something like that.

Actual behavior
It only says:
(1000 pts)
(1000 pts)
(1000 pts)
(1500 pts)
(2000 pts)

Screenshots
If applicable, add screenshots to help explain your problem.
image

Additional context
N/A

Prototyping costs for designs

What do you want to see?
An option to make the first instance of any new vehicle design (maybe also facilities) cost extra until one is completed. If you build several at once, they all cost extra.

How would it help players?
I dunno, I just know that certain other games (SOTS2?) use this mechanic and I guess it cuts down on compulsive upgrades, making the decision to upgrade your designs a conscious one.

Alternatives
This could be done at the component/mount/hull level instead, if we want. But I think doing it at the design level would be better and more intuitive.

Toggleable components and facilities

What do you want to see?
Components and facilities should be toggleable. In SE4 there are cloak/decloak commands but this could be expanded to toggle any component or facility.

How would it help players?
Use cases:

  • Toggle cloaking devices like in SE4
  • Disable engines to slow down your ship but save fuel (like Stars!)
  • Disable warp blocker facilities for one turn to open a warp point
  • Rework resource converters to convert X number of resources per turn automatically unless disabled?
  • Modded active sensors that detect cloaked enemy ships but have some negative effect on your own ship

Alternatives
Individual toggle commands for each type of component? Toggles at the ability level instead?

Misc notes
There need to be rules defined (AbilityRules.txt?) to determine which abilities are disabled when disabling a component/facility. For instance disabling an engine should slow down your ship but not reduce your supply storage. Also maybe a field on components and facilities to say whether or not they can be toggled?

Finite sized battle arenas with retreat option

Like in SE3. Give the battle arena a size big enough for reasonable sized fleets to be spread out outside of weapons range. Ships should be placed in groups based on which direction they moved into the sector from.

If a ship flees outside the battle arena, it retreats to the neighboring sector, consuming one strategic move. Retreat is not allowed if the ship has no strategic moves remaining; the ship will be confined to the arena in that case. Diagonal moves might be kind of tricky to detect.

We might need to adjust the ship movement logic in battle to prevent ships from inadvertently retreating.

You cannot retreat outside the edge of a star system. Perhaps we could allow retreating via warp points. Perhaps we could also prevent retreat into sectors with enemies, but what if they are cloaked?

This could potentially be a mod option which can be toggled in Settings.txt; perhaps also the arena size and distance between fleets could be set there as well.

Research point penalty for trading techs

What do you want to see?
If you trade a tech to another player, you should have to pay a penalty in research points to do so, configurable during game setup as a percentage of the cost of the tech.

How would it help players?
Makes tech trading less OP.

Alternatives
Probably some alternatives out there but who knows... cost could be in minerals instead but it makes more sense conceptually that you'd have to divert scientists from actual research to explaining your fancy new phasor beams to the Phong!

Things to consider
What if your cost is greater than your research income? We would need to use negative bonus RP to put the player in debt, and have it carry over if negative between turns.

Randomized tech trees, a la SotS

What do you want to see?
The ability to give technologies a percentage chance to be researchable for any given player in any given game, same as Sword of the Stars. The presence or absence of a technology should not be revealed until at least one of its prerequisites is visible. For instance, if Phased Energy Weapons requires Physics 3, then you should not be able to see whether or not it is available until you research Physics 2.

How would it help players?
It would reduce the ability to minmax your research because you wouldn't know right away whether your desired tech is available this game.

Alternatives
Dunno...

Screenshots and mockups
https://explorminate.co/sword-of-the-stars-research-tree/ - this article explains how it works in SotS

Things to consider
Need to nail down exactly what conditions would work best for techs with complex prerequisites (e.g. multiple prereqs or formulas). The tech tree browser should probably indicate whether a tech is known to be included, known to be excluded, or unknown status.

Sound effects

For buttons clicking, weapons firing in combat, etc...

Custom homeworld/system names in emp files

In your emp file you should be able to specify a custom homeworld and home system name, e.g. "Earth" and "Sol". If these are not set, the names will be auto-generated as they are now. If two players want the same home system name, then the second one will get a random name instead so systems have unique names. Duplicate planet names are OK.

Moddable vehicle types

What do you want to see?
Moddable vehicle types. Similar to SE5's system, but ships and bases should be moddable as well; you could define additional ship/base type things like "gunboats" or "capital ships".

How would it help players?
Modders could have fun with mixing and matching abilities - you could create patrol ships without the ability of warp, and of course warping would need to be an ability so you could make a component that grants that ability. The possibilities are endless...

Alternatives
Not really, just need to define custom vehicle types with their abilities in a text file.

Screenshots and mockups
N/A

Things to consider
Not sure yet...

Don't let ships stack in combat

Only one ship/base/planet allowed per combat square; units can stack.

When spawning ships in combat, place them starting with the largest at the center of a circle and surround it with smaller ships.

When ships move, make sure that they are not moving to an occupied square.

AI Config file/tags

Each AI should have something like a config file, where certain values can be defined to help the game choose whether this is the right AI for a given Empire. This might include the current ministers file to cut down on the various files needed. The other idea to place here is tags for the AI.

A tag would depend on what the empire could be grouped under, with [RANDOM] being used to determine whether or not the empire should be used for the random empire generation, and [MINOR] being used to denote minor empire AIs (to stop the minor empires running all over the galaxy). Others would be used to group AI's into types.

So all agressive empires would be grouped under something like [AGRESSIVE], and selecting this on the Empire creation screen will choose a random AI tagged as such when the game starts.

An AI can have more than one tag, may have none, and can always be chosen in the Empire screen and in an Empire file (actually, might want to restrict the Empire screen to another tag so some AIs will be unique to some predesigned Empires?). This would allow some AIs to be disabled (such as the current python example ai), and only be chosen by predesigned empires, rather than being selected for use by the RandomAI.

Edit: Another field in the config file should be requirements; if the AI is designed to be used only with a Empire with Crystal tech, then it should only be available to be selected by an Empire which has it added.

Unlockable library designs do not appear on the research screen or research log entry.

Describe the bug
If you have a design that you made in the library and you are about to unlock it, it should appear on the research screen as an expected result. This does not happen. For instance, if your design contains anti-proton beams then it might want to appear when you are researching those.

To Reproduce
Steps to reproduce the behavior:

  1. Make a library design that contains non-starting tech
  2. Research up to the point that the tech is unlockable
  3. Check expected research results

Expected behavior
The design appears in research results, and in the log when you actually unlock it.

Actual behavior
The design does not appear in research results or the log.

Alliances

What do you want to see?
Alliances similar to those in SE5, but better. I think Stellaris has a similar feature called "federations"; we might want to check there for inspiration. Also, I wrote about a "senate" feature in my design doc for AFAR which I need to dig out...

How would it help players?
It would enhance the diplomatic side of the game - alliances would be similar to treaties, but manifold in terms of how many empires are in them.

Alternatives
Mutual treaties.

Screenshots and mockups
Nothing just yet...

More customization options for emergency build

What do you want to see?
More customization options for emergency build in Settings.txt:

  • Allow "emergency build" and "slow build" strings to be modified (e.g. Carrier Battles would set them to something like "savings mode" and "quick build")
  • Allow customization of number of slow build turns per emergency build turn and whether this rounds up or down

How would it help players?
The customizable strings would make the UI in Carrier Battles more intuitive.
The customizable number of turns would open up a lot of interesting possibilities such as having 10 turns of 200% rate build for 15 turns of 0% rate or whatever.

Alternatives
The strings could be customized in a different file, such that we would be able to customize all strings used in the game a la SE5's MainStrings.txt

Declaring war on another empire gives them a message that they declared war on themselves

Describe the bug
What it says on the tin :)

To Reproduce
Steps to reproduce the behavior:

  1. Declare war on another empire
  2. Process the turn

Expected behavior
The other empire gets a message saying that you declared war on them.

Actual behavior
The other empire gets a message saying that they declared war on themselves.

Screenshots
https://imgur.com/SEwejY9

Additional context
Add any other context about the problem here.

Ship abilities tab doesn't stack abilities

Describe the bug
The ship abilities tab (check planets, etc. too) doesn't stack abilities properly.

To Reproduce
Steps to reproduce the behavior:

  1. Build a ship
  2. Open the ship report
  3. Open the abilities tab

Expected behavior
"Generates 6 standard movement" is displayed for a ship with 6 engines

Actual behavior
It just says "Generates 1 standard movement"

Screenshots
image

Let the player rename their owned space objects.

Things that need to be nameable:

  • Vehicles
  • Fleets
  • Planets

This could probably be done by replacing the name label on the various reports with a text box. Though if we want to get fancy and implement private aliases then that could get complicated...

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