Thunderbrd
C2C War Dog
Figured I'd start a thread just to keep y'all posted on current projects in the works and those upcoming.
This is by no means a full expression of all plans on 'the list', just my current focus. Many of these could be rather brief tasks but this will at least serve to give a bit of a heads up.
I'll start by mentioning the few things I'm working on right NOW.
Beyond this, at the moment, I'm looking mostly at another round of new Traits tags that I've envisioned so far, Working out a full exhaustive traits structure, and all out combat mod development and polishing (my two main goals on a larger scale.)
This is by no means a full expression of all plans on 'the list', just my current focus. Many of these could be rather brief tasks but this will at least serve to give a bit of a heads up.
I'll start by mentioning the few things I'm working on right NOW.
- Numerous bug reports to address!
- <XML> Continued planning and implementing of additional Combat Classes for both core and Combat Mod.
WAS completed with planning but I'm going to need to update before implementing. I think at this juncture that if Nimek isn't ready with his xml parser by this weekend I'll start putting them in by hand because I'm now getting very held up by not having the UnitCombats defined on our units!
[*]Plan out and define Pursuit values on units and include some promotionlines for early withdrawal, pursuit, and throwing unit withdrawal (a lesser line than flanking).
Done but does need to be tweaked a little once we have fast and slow CCs on units.
- Apply WithdrawalOn plot type and bFliesToMove tags
- Activate the Size Matters option once our units have been updated with their full Sub-Combat assignments.
- ReplacesUnitCombat - for promos and CCs
- Unit Graphics from Combat Classes
- iDamageModifier
- Block - adds to dodge only against size +1 or -1
- Separate the 4 phases of combat for weaponry - determine which tags add and which max among multiple weapon types in the same phase.
- Inventory system
- Figure out the OOS error in combat
- Add/plan some promos for the wheeled ccs (and against them).
- <DLL/XML> Adding a GenericCategories tag for all classes to aid in pedia categorizations (and upon some further thought, now more). Coded but with an unexplainable crash so is currently commented out. - Now that the crash is explainable, I'm planning to remove that code entirely. Further consideration has revealed to me the potential usefulness of opening the GenericCategories tag up as a polymorphic categorization tool that should be available for nearly all game object classes. Therefore, I plan to make it a new class of its own. It will start off fairly simple at first but I foresee its usefulness expanding with time - potentially quite rapidly. It enables some of the kinds of thinking I was reading about in the AXXXE project and could be a nice tool to utilize for any kind of organizing. Shouldn't cost us much in terms of memory and processing either.
- <DLL> Working with DH on specialists and the city screen. (He's made some requests from the code here.) Mostly complete but still planning to enforce the new rules onto the specialist assignments mechanism in the dll.
- SGTSlick game option appears bugged somehow. Figure out what's wrong there. Recently got a clue that this was to do with the cache somehow... I think it may clear up once the new loading mechanism goes into effect. So I need to make sure once that update is in place. I'd like to add another similar option for the opposite effect too.
Help DH with his routes pages in the Pedia.
Complete! (still waiting on DH to finish his end)
Check out the bug on the Great Zimbabwe grow while using food to build effect. If its found to be python driven, generate a tag (or tags) that replicates the effect for the dll and implement it on the Great Zimbabwe, then try to find the offending python and eliminate it. I had some ideas along these lines for building and traits tags anyhow that implement this sort of effect in a more granular % based mechanism. Perhaps I'll get to that here as well.I strongly believe this was resolved by Platyping and may still need to have his updates merged into c2c... bah... python. I may still, however, work out a more gradual, percentage based set of tags that would accomplish similar things in a more granular way.
- Generate new tags to enable techs and improvements to reduce the movement cost impacts from features.
- Clean up our overwhelmed help hover lists into multiple pages via hotkeys. Split into Basic (none), Primary (shift), Secondary (ctrl), and Tertiary (ctrl-shift) pages on nearly all hover lists. The most needing are Unit displays and plot displays but buildings could probably use some of the help too. Oh, and now too I'm wanting to widen the help field.
- Provide the Animal Teleport option via a game option. Perhaps also work in a way to add a Captive Teleport option as well.
- Combat Classes need text worked out for the pedia to give them some explanation. (I believe I included the tag for that in the latest update too.)
- Traits need text for their Strategy tags so we can express their strategic values. - the tag was added for this to the Schema so now all that's necessary is to actually write them up - perhaps SGTSlick would be wanting to do this for his traits and ls612 for his. Since I'm not the architect of those trait sets I feel less qualified to give the strategic notes writeups on those. So this really isn't my to-do point. But I DID include the tag and would like to confirm with AIAndy that it's the correct one and when texts are included for it that's what will show up in the Traits pages in the pedia.
- Enable Air and Artillery style units to gain some XP when performing Bombard Missions.
- Further investigation into this curious bug report that suggests that we're only ever gaining at most 1 xp from any given combat without the Dynamic XP option. If something needs to be fixed there, find and repair. Units should be able to gain up to about 3 xp from a tough combat from the way it HAD been. Don't know who may have changed something here that could've caused any problems on this account. At the same time I may work on implementing decimalized XP gains for withdrawals and other minor xp gain events.
- Check out Gatehouse defensive bug - rather: figure out how the defense total doesn't match up
- AI for the
buildings andspecialist tags that haven't gotten them yet. (Buildings now taken care of.)
- Flesh out promotion ai mechanisms in the dll that are still underdeveloped.
[*]Combat Class unit modifiers - adapt much of the promotion tags to the UnitCombat Class and work out the processing in and out of a combat class on a unit and how these automatic unit modifiers are displayed on base unit types as well. Work out a detailed Unit Combat widget hover help (not sure if we have the button widget already but if we don't we'll need one and if we do it'll need severely updated.)
Fairly High priority here to enable the added CCs to have the desired effects!
Done but now I need to add a unit recalc method to really complete the task.
[*]Attempt to help unit valuations in the AI with understanding the value of a Combat Class. (and perhaps more) This will help with AI regarding promo selections that add or remove CCs on units.Just completed but note to self that the tags that required reformatting still need to be added to the evaluation.
- Improve the icon strings in the main map city display with some hard returns - will most likely need to get them to begin UNDER the city bar to make it work.
- TechResearchRate Modifier on buildings (for wonders really...)
RiverAttackOnCityModifier for buildings so that we can have buildings modify the impact of a river's combat modification to unit strengths on those attacking the city from across an adjacent river. (For bridges.)Done, but I now realize I should do another tag for assisting your units attacking FROM the city when crossing a river. It would probably be best as a second tag considering the function would run a bit differently. On second thought will probably just update for attackers from the city with the same values.
Work with Faustmouse and the modding team in determining which units and promos would be affected by a Long Range only approach to First Strike - will most likely need to replicate first strikes as a second process for stealth attacks. Give tags for reducing the # of First and Stealth strikes against the unit.From here I need to implement the splitting up of the first strike mechanism plan. Then we can get back to a re-evaluation of current FS implementations and swap it out with the new methods. First Strikes will not be removed from the game, but rather, become a derived value and effect that is generated from other, more foundational unit abilities.
- Work the plan regarding Law Enforcement units and units hiding in the city.
Beyond this, at the moment, I'm looking mostly at another round of new Traits tags that I've envisioned so far, Working out a full exhaustive traits structure, and all out combat mod development and polishing (my two main goals on a larger scale.)