my list of feature requests
Posted: Sat Feb 10, 2018 11:38 am
Ok ! Coders never have enough time to implement all they want and their todo list grows in unacceptable proportion.
So i am really sorry i have to add my layer on top of this
Nevertheless these seem the "right" thing to do. So here it goes :
1.
Option to popup tech (F6) directly when research is done, or, at least, when the very first tech point is produced (else we start with a random one and this is easily forgotten).
2.
Configurable ability to choose which space component/module to build. Even old civ1 offered to choose.
As an extension, could have it be 6 building types instead of 3. As "Component" and "Module" seem more or less meaningless to me.
(Habitation and solar panel aren't the same, huh ? So we must know beforehand which one we intend to build, huh ?)
3.
Ability for Coastal Defense to shoot approaching ships, somehow like Colonization fortresses do.
Would make it quite a lot useful against barbs. Would make this building valuable even for single player against underdeveloped foes.
4.
Extra winning condition : settle on some percentage of land (iirc like civ3).
And, more important : make it possible that the winning conditions are combined with AND, not OR !
5.
Cities shall remember their configuration before any barbs (or whatever enemies) attack. Else they get messed up with cells no longer used (i.e. poor configuration until city population changes), or automatically rearranged in a way that's worse than before. IIRC in civ1 cities were properly restored after barb passages.
6.
Message saying some city needs a building for further growth is inadequate when the reqs isn't a building (in my case, a tech).
7.
Red range shown for settlers is of wrong size if the city size depends on techs rather than its population.
Signaled here : http://forum.freeciv.org/f/viewtopic.php?p=97690
8.
Ability to tweak the likeliness a particular special resource has relative to others with the map generator (for rulesets).
Seems currently even lua scripts can't touch these (perhaps 3.0 can, though, it has been unclear to me).
9.
City popups should appear centered on screen. They are too big to be local to something.
10.
Rather than having Leonardo's Workshop made obsolete, every upgrade target unit should have a flag indicating if it can be made by free upgrading. This way old upgrade possibilities are not lost and what could be done before, can still be done later.
11.
Keep messages in list until they have been read rather than cleaning-up every turn (i.e. keep messages until the message tab is shown).
Yeah I know, it's easy to ask.
However if you did not know what to do...
So i am really sorry i have to add my layer on top of this
Nevertheless these seem the "right" thing to do. So here it goes :
1.
Option to popup tech (F6) directly when research is done, or, at least, when the very first tech point is produced (else we start with a random one and this is easily forgotten).
2.
Configurable ability to choose which space component/module to build. Even old civ1 offered to choose.
As an extension, could have it be 6 building types instead of 3. As "Component" and "Module" seem more or less meaningless to me.
(Habitation and solar panel aren't the same, huh ? So we must know beforehand which one we intend to build, huh ?)
3.
Ability for Coastal Defense to shoot approaching ships, somehow like Colonization fortresses do.
Would make it quite a lot useful against barbs. Would make this building valuable even for single player against underdeveloped foes.
4.
Extra winning condition : settle on some percentage of land (iirc like civ3).
And, more important : make it possible that the winning conditions are combined with AND, not OR !
5.
Cities shall remember their configuration before any barbs (or whatever enemies) attack. Else they get messed up with cells no longer used (i.e. poor configuration until city population changes), or automatically rearranged in a way that's worse than before. IIRC in civ1 cities were properly restored after barb passages.
6.
Message saying some city needs a building for further growth is inadequate when the reqs isn't a building (in my case, a tech).
7.
Red range shown for settlers is of wrong size if the city size depends on techs rather than its population.
Signaled here : http://forum.freeciv.org/f/viewtopic.php?p=97690
8.
Ability to tweak the likeliness a particular special resource has relative to others with the map generator (for rulesets).
Seems currently even lua scripts can't touch these (perhaps 3.0 can, though, it has been unclear to me).
9.
City popups should appear centered on screen. They are too big to be local to something.
10.
Rather than having Leonardo's Workshop made obsolete, every upgrade target unit should have a flag indicating if it can be made by free upgrading. This way old upgrade possibilities are not lost and what could be done before, can still be done later.
11.
Keep messages in list until they have been read rather than cleaning-up every turn (i.e. keep messages until the message tab is shown).
Yeah I know, it's easy to ask.
However if you did not know what to do...