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License: ISC License
Automatically exported from code.google.com/p/futuremesh
License: ISC License
Add simple tech upgrade buildings mechanics:
Constructing a tech upgrade building should have one of the following effects
depending on the building's type:
1) All units that should be affected are affected, including the already
existing and those that will be created.
2) Only the units that will be created after this building has been placed will
receive the building's effect.
3) The building's effect must be manually applied to nearby units. Applying the
effect may tax the player's resources.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 4:00
Some buildings should be indestructible. The player should not be able to
attack these buildings and any attack (if such occurs) must not damage the
building. Units and AI must ignore these buildings.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:50
What steps will reproduce the problem?
1. Open map generator
2. Generate map of some random dimensions
3. Browser tab will crash because of JS memleak
Original issue reported on code.google.com by [email protected]
on 12 Jan 2012 at 5:41
A newly created unit should check for any nearby enemy units/buildings and
attack these, event if these do not attack the unit.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:56
Moving the units produces this.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 4:01
A resource generator is a building that periodically creates new resources
around itself up to a fixed radius.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:51
Some units may be graphically larger than 1 tile, but they should still occupy
only a single tile.
Original issue reported on code.google.com by [email protected]
on 5 Jun 2014 at 5:05
It should be possible to export the important parts of the in-game state from
map to create a very compact "save" of the game.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:40
Queuing multiple units into the construction queue and right-clicking the
construction button does not stop the construction and removes the construction
progress info from the construction button completely.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:43
The player should be able to see and set the rally points for the currently
selected production building. "Canceling" the rally point is not considered -
the player will have to place the rally point close to the building at hand.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:54
It should be possible to add custom event handlers and tick handlers to the map
to enable low-level map scripting.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:17
Units remain selected when placing a newly constructed building. This may lead
to issuing (move) orders to the selected units when the building placing is
rejected at the requested location.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:46
Implement AI for controlling an opponent player
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:16
Add support for Mobile Construction Vehicles that should be deployable into a
construction building at any place of the map. This will enable the player the
create forward bases and construct new units at new location.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:48
It is currently still possible to create new units/buildings event when there
are no construction buildings owned by the player.
All construction should be canceled and all construction buttons must be hidden.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:25
The currently selected construction building should be easily identifiable.
The player should be able to easily switch between multiple construction
buildings.
Original issue reported on code.google.com by [email protected]
on 31 May 2014 at 3:27
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