<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to feature-requests</title><link>https://sourceforge.net/p/sulk/feature-requests/</link><description>Recent changes to feature-requests</description><atom:link href="https://sourceforge.net/p/sulk/feature-requests/feed.rss" rel="self"/><language>en</language><lastBuildDate>Sun, 28 Dec 2003 22:08:23 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/sulk/feature-requests/feed.rss" rel="self" type="application/rss+xml"/><item><title>Flamer Marine Mouseclick Default</title><link>https://sourceforge.net/p/sulk/feature-requests/6/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Hello,&lt;/p&gt;
&lt;p&gt;You should consider not making the use of the flame&lt;br /&gt;
thrower the default action for a mouse click for the&lt;br /&gt;
flamer marine. More than once I accidentally torched a&lt;br /&gt;
section I did not want to torch instead of moving my&lt;br /&gt;
marine...&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Sun, 28 Dec 2003 22:08:23 -0000</pubDate><guid>https://sourceforge.net78b0aad012e6cc00718ba81c636681e49e124b5e</guid></item><item><title>deactivate attack mode if ap==0</title><link>https://sourceforge.net/p/sulk/feature-requests/5/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;It would be great if the attack mode would be &lt;br /&gt;
deactivated automatically when a marine reaches zero &lt;br /&gt;
action points. its a bit anoying to deactivate it first &lt;br /&gt;
before changing the marine&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">minichip</dc:creator><pubDate>Thu, 03 Jul 2003 17:14:36 -0000</pubDate><guid>https://sourceforge.neta557a729ae80d0686294d21babf10d25ad48b33b</guid></item><item><title>2 pc version of sulk</title><link>https://sourceforge.net/p/sulk/feature-requests/4/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;I think it would be great if it was possible to play sulk &lt;br /&gt;
not in hot-seat mode but instead on two different pcs.&lt;/p&gt;
&lt;p&gt;One could be a server and offering a game and other pcs &lt;br /&gt;
could link in clients.&lt;/p&gt;
&lt;p&gt;Perhaps even multiple players for one side (e.g. Marines) &lt;br /&gt;
for large taables or missions with more than one marine &lt;br /&gt;
squad.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">minichip</dc:creator><pubDate>Thu, 03 Jul 2003 17:06:36 -0000</pubDate><guid>https://sourceforge.net1c2ce237b7a8eea6f223c832ef10133d5df72127</guid></item><item><title>Play by email support</title><link>https://sourceforge.net/p/sulk/feature-requests/3/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;As most all turn based games lend themselves to play &lt;br /&gt;
by email, I figured I would suggest it for Sulk.&lt;br /&gt;
&lt;/p&gt;
&lt;p&gt;Enforcement of the time constraints should not be too &lt;br /&gt;
hard, though i suppose the reciever of the turn file could &lt;br /&gt;
cheat and reopen it after having analyzed the board.&lt;br /&gt;
Maybe have Sulk store an MD5 hash of recently opened &lt;br /&gt;
Game States and balk when a previously opened Game &lt;br /&gt;
State File is opened a second time.  You could even &lt;br /&gt;
have it remain silent about this, but just record it in the &lt;br /&gt;
newly updated Game State.&lt;/p&gt;
&lt;p&gt;Some extra features that would enhance play by email &lt;br /&gt;
are:&lt;/p&gt;
&lt;p&gt;- previous turn replay, replay from beginning, replay from &lt;br /&gt;
last move, or even replay starting at any given turn&lt;/p&gt;
&lt;p&gt;- smtp client built right in, so when you click done for &lt;br /&gt;
your turn it automatically emails the updated game state &lt;br /&gt;
to the next participant&lt;/p&gt;
&lt;p&gt;- You set up the initial game state, specifying your own &lt;br /&gt;
email address, and the email address of the person you &lt;br /&gt;
are challenging.  If it is your turn first you move, click &lt;br /&gt;
done and the game state is automatically sent as a &lt;br /&gt;
challenge to the next opponent.  (Links on where to &lt;br /&gt;
download Sulk included.)  When they click done the &lt;br /&gt;
updated game state is automatically sent back to you.&lt;br /&gt;
(Sulk would have to ask the user for a usable SMTP &lt;br /&gt;
server.)&lt;/p&gt;
&lt;p&gt;- Sullk should send game states as file attachments to &lt;br /&gt;
the email.&lt;/p&gt;
&lt;p&gt;- Sulk Game State File Format could be XML outlining &lt;br /&gt;
every phase and sub phase (down to the rolling of dice) &lt;br /&gt;
of each turn, though this might make it too easy to &lt;br /&gt;
cheat on the die rolls.&lt;/p&gt;
&lt;p&gt;- Have Sulk keep track of the career die rolls for each &lt;br /&gt;
opponent to make sure the die rolls fall within &lt;br /&gt;
probablistic expectations.  Any extreme deviations &lt;br /&gt;
would indicate someone was a habitual cheater&lt;/p&gt;
&lt;p&gt;- Associate the Sulk Game State File type with Sulk so &lt;br /&gt;
that Sulk automatically launches when the attachment &lt;br /&gt;
is opened.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">DataSurfer</dc:creator><pubDate>Sun, 26 Jan 2003 15:14:19 -0000</pubDate><guid>https://sourceforge.netc4c14b263d066d141771925ea4dd0aa7e1ebab2f</guid></item><item><title>Modest pathfinding system</title><link>https://sourceforge.net/p/sulk/feature-requests/2/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;If the user wants to move a unit forward several &lt;br /&gt;
squares, allow just the desired square to be clicked on, &lt;br /&gt;
thus saving some clicks. It's just for moving forward. &lt;br /&gt;
No turns, no backing up, no spining around, nothing.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Guy Sisalli</dc:creator><pubDate>Mon, 23 Dec 2002 09:01:19 -0000</pubDate><guid>https://sourceforge.net750a0f039d83d0fa538176e7512f85f701de6864</guid></item><item><title>Highlight available moves</title><link>https://sourceforge.net/p/sulk/feature-requests/1/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Fairly self explanitory. Highlight the squares a given &lt;br /&gt;
unit could potentially get to by the end of its turn. Things &lt;br /&gt;
to consider:&lt;/p&gt;
&lt;p&gt;* Accounting for CPs (or &lt;br /&gt;
not!)&lt;/p&gt;
&lt;p&gt;* Paths that take combat into account (i.e. &lt;br /&gt;
genestealer moves forward two spaces, slices up a &lt;br /&gt;
marine, then keeps moving).&lt;/p&gt;
&lt;p&gt;* Though it's a &lt;br /&gt;
modest time-saving convenience, does this result in &lt;br /&gt;
too much &amp;amp;quot;bonus time&amp;amp;quot; for the marine player? We're &lt;br /&gt;
talking a few seconds for each unit at most, but it adds &lt;br /&gt;
up and sometimes you need those extra seconds.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Guy Sisalli</dc:creator><pubDate>Mon, 23 Dec 2002 08:57:18 -0000</pubDate><guid>https://sourceforge.netf3b224fbbf29b8ee0e1d318fb89e3d86cdf51e7b</guid></item></channel></rss>