<?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/xconq/feature-requests/</link><description>Recent changes to feature-requests</description><atom:link href="https://sourceforge.net/p/xconq/feature-requests/feed.rss" rel="self"/><language>en</language><lastBuildDate>Fri, 23 Mar 2007 15:37:29 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/xconq/feature-requests/feed.rss" rel="self" type="application/rss+xml"/><item><title>add/remove_terrain support</title><link>https://sourceforge.net/p/xconq/feature-requests/148/</link><description>Currently, when a human player orders a unit to add/remove\_terrain, if the unit has insufficient acp or material, the action fails silently \(at least with the tcltk interface undel linux\).

Ideally, a set of move/resupply/rest tasks should be set for the unit so that the action can be completed.

Less ideally, the player should be notified that the action is not performed and why.

</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Massimo Campostrini</dc:creator><pubDate>Fri, 23 Mar 2007 15:37:29 -0000</pubDate><guid>https://sourceforge.netab89ef61e588793191a5b9a58f57fe78b0fe16a8</guid></item><item><title>New terrain subtype: offset connection</title><link>https://sourceforge.net/p/xconq/feature-requests/147/</link><description>An offset connection is basically a cross between a 
border and a connection.  It can impede movement like 
a border, and it can make movement easier like a 
connection.

The basic idea is that the connection runs through a 
cell, but stays close to the edge \(let's say it's 
about halfway between the center of the cell and the 
edge\).  A unit that can travel along it \(as per 
mp-to-traverse\) is assumed to be on it, while any 
other unit is assumed to be at the center of the 
cell.  Thus, it may impede movement in a given 
direction for some units \(like a border\) and enhance 
movement for others \(like a connection\).


The application I have in mind for offset connections 
is rivers in a low-level tactical game.  By using an 
offset connection, land units can require extra 
effort to cross a river \(if they can cross it at 
all\), while naval units can use it to travel inland.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Lincoln Peters</dc:creator><pubDate>Wed, 05 Jul 2006 21:33:27 -0000</pubDate><guid>https://sourceforge.net028032ca3315c937e37b3c43bf079504b074b2ca</guid></item><item><title>Tactical Combat Screen</title><link>https://sourceforge.net/p/xconq/feature-requests/146/</link><description>As an added option allow for a Tactical Combat 
Screen.  When non-allied unit stacks enter the same 
HEX take all units in that HEX and any adjacent HEX 
and move them to a Tactical Combat Screen. Allow them 
to move / fight here. \(See Master of Magic or Age of 
Wonders for an example\).</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Sammual</dc:creator><pubDate>Wed, 12 Apr 2006 19:50:51 -0000</pubDate><guid>https://sourceforge.nete048c765fe34a832d7843111b5a6a2e3ce30ee76</guid></item><item><title>linux ppc port</title><link>https://sourceforge.net/p/xconq/feature-requests/145/</link><description>It will be possible to have a linux ppc port in  the
future?</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Thu, 17 Nov 2005 00:19:30 -0000</pubDate><guid>https://sourceforge.net165c5e98563cb1d0cff6e0a95a645a4b122096c6</guid></item><item><title>Too easy to get out of design mode</title><link>https://sourceforge.net/p/xconq/feature-requests/144/</link><description>The "design mode" dialog box in the Tcl/Tk interface has a 
prominently positioned button marked "Done".  It's tempting to 
press this button to confirm some operation - for instance, 
after typing in a new feature name - because it looks like an 
"OK" button that would be used for that purpose.  The "Done" 
button also has default input focus, so pressing "Enter" in the 
dialog box will trigger it.  Type something into an entry field 
and hit "enter", and the button will be triggered.  It is thus very 
easy to trigger the button by mistake.  When pressed, it 
dumps you out of design mode completely.  You can get back 
by choosing "design" again from the menu, but whatever you 
were typing at the time, as well as settings like which type of 
terrain you were painting with the paint terrain command, will 
be lost. 

Exiting design mode \(while remaining in Xconq\) isn't even 
something you'd want to do in normal operation at all - 
normally, once you go into design mode, you want to stay that 
way permanently until you exit the program entirely.  It's 
relatively rare that someone would want to go into design 
mode temporarily and then play the game afterward.  Different 
users will have different usage patterns, of course, but I 
figure I accidentally exit design mode at least five times for 
every time I deliberately exit the program while in design 
mode, and I think I've only ever once or twice wanted to exit 
design mode without exiting the program. 

So it shouldn't be so easy to do something that you almost 
never want to do and is annoying if you do it accidentally.  
Entering design mode requires going through the menu.  The 
menu command to enter design mode is already a toggle with 
check box indicator; you can exit the mode by selecting it a 
second time.  That makes sense and is hard to do by 
accident.  I think the interface would be pleasanter to use if 
the "Done" button were simply deleted entirely from the 
design dialog box, and this function left to the menu item. 

I can probably do this myself - mentioning it here to see if 
anyone else has an opinion. </description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Matthew Skala</dc:creator><pubDate>Sat, 13 Aug 2005 03:09:29 -0000</pubDate><guid>https://sourceforge.net33ede438744f7af960ddc38fb5eaa2a9fa8dae53</guid></item><item><title>Attempt attack by default</title><link>https://sourceforge.net/p/xconq/feature-requests/143/</link><description>There's some room for debate as to what's the correct 
behaviour here, which is why I'm filing this as an RFE instead 
of a bug, but: 

If I click on an enemy unit to attack it, the UI code will make a 
capture attempt if capture is possible at all; and a capture 
attempt means no attack attempt occurs.  On the other hand, 
if I explicitly request an attack \(not capture\) I get the capture 
attempt afterwards anyway, and for free with no ACP cost.  
When capture is available as a choice, then attack will only 
be availabe if explicitly requested.  If \(as is the case in one 
game I'm working on\) the chance of success with an attack 
is high, but the chance of success with a capture is low, then 
just clicking around on the map means I'll be wasting my 
effort in seldom-successful capture attempts. 

I'd rather have the default when I click be "attack", and do an 
explicit capture command when I want to attempt a capture 
without doing damage.  That seems more intuitive and useful.  
It might be possible to simulate in the GDL by using the 
"surrender" mechanism rather than the "capture" 
mechanism, but that may have different semantics, it means 
capture as a separate action without attack is no longer 
possible, and I don't know whether it would connect with the 
changed-type-if-captured table. 

I think the simplest way to make this change would be to 
move the capture logic that starts around like 3336 of ui.c, to 
after the regular-attack logic, but I haven't tested that 
carefully. </description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Matthew Skala</dc:creator><pubDate>Thu, 11 Aug 2005 13:42:52 -0000</pubDate><guid>https://sourceforge.net256323603f970e6fb08a4825222d911e584059db</guid></item><item><title>Use subimages to designate unit alternatives</title><link>https://sourceforge.net/p/xconq/feature-requests/142/</link><description>If a unit type image has subimages created with the \(x\) form 
in the IMF then it'd be nice for the "multiple images per unit 
type" code to pick that up and use them as alternatives, 
instead of the designer having to describe each alternative 
as a separate IMF and list them in the unit's image-name 
property. 

At present, a unit type IMF with subimages will lead to 
incorrect behaviour \(I get large black squares in the Tcl/Tk 
interface at the highest magnification\), but I'm not flagging that 
as a bug because it's not documented as something that 
should be possible anyway.  I did expect it to work, though. </description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Matthew Skala</dc:creator><pubDate>Sun, 07 Aug 2005 12:45:19 -0000</pubDate><guid>https://sourceforge.net1327f1ccd8b090cdf3701d98715f50b35daa2acb</guid></item><item><title>occupant-adds-damage</title><link>https://sourceforge.net/p/xconq/feature-requests/141/</link><description>As well as occupant-multiplies damage, this seems like
a natural addition.  If the table itself honored dice
specs, it would open the door to weapons.  It would
also open the door to an alternate attribute system, as
such:

\(table occupant-adds-damage
\(Low-Strength u\* -2\)
\(High-Strength u\* 3\)
\(Giant-Strength u\* 6\)
\(Titan-Strength u\* 10\)
\(Demigod-Strength u\* 15\)
\)

Or somesuch.  It would need to be cumulative, which
raises issues with a unit having multiple weapons, but
there are easy workarounds regarding this problem using
capacity.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Elijah Meeks</dc:creator><pubDate>Wed, 03 Aug 2005 01:34:23 -0000</pubDate><guid>https://sourceforge.net27f6ca3f88af27c2874dc07613fdc20fae9ee79a</guid></item><item><title>occupant-overrides-mp-to-enter</title><link>https://sourceforge.net/p/xconq/feature-requests/140/</link><description>This table would charge a unit the movement cost
charged to that unit's occupant for various terrain. 
This is most obviously an item or system unit
implementation, so that special sails,
mountain-climbing or desert-survival gear would change
a unit's ability to move in and out of terrain.  If set
to true, then the cost for u1 to enter any terrain
would be the cost of u2 to enter that terrain.  This is
a cumbersome approach, with immediately obvious issues
\(What if I have a unit equipped with Desert survival
AND mountaineering gear, where can it go?\).  However,
though I doubt any implementation would resemble the
request here, I think there's some way to have this
feature and that it is a useful feature.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Elijah Meeks</dc:creator><pubDate>Wed, 03 Aug 2005 01:28:53 -0000</pubDate><guid>https://sourceforge.netac65ab36fa68b86a1d528f823f92e2682de77b89</guid></item><item><title>Tutorial Library</title><link>https://sourceforge.net/p/xconq/feature-requests/139/</link><description>At some point I'd like to have a library of games that
demonstrate how to work the various features within
XConq.  What I envision is a simple base game with a
handful of units, followed by various modifications to
the game for the various groups of features, such as:

An occupant game showing how to set protection,
ferry-entry/exit, occupant combat/modifiers, et cetera.
A change-type game, demonstrating CxP,
occupants-to-change-type, manual, et cetera.
An advanced unit game, showing how to set terrain
value, growth and all that.

And so on and so forth.  Now, I know that various games
demonstrate this functionality, but specifically built
tutorials, with decent commenting, would be a better
starting point for designers new to the engine.</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Elijah Meeks</dc:creator><pubDate>Sun, 17 Jul 2005 18:00:17 -0000</pubDate><guid>https://sourceforge.net3a3f8a91a287bfd20a38945b0543ab2e004b8196</guid></item></channel></rss>