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View Code? Open in Web Editor NEW4X Strategy game
License: GNU General Public License v2.0
4X Strategy game
License: GNU General Public License v2.0
Each race should have uniquq ship images.
Currently Humans, Mechions and Centaurs have some unique ship images.
Diplomacy screen should be startable with AIs and AIs should start it between other AIs
and players too.
AI Should destroy/recycle buildings from planets.
There should be music player implemented to the game.
It should have list of songs for starmap and combat musics.
Each SpaceRace should have unique song when in diplomacy screen with them.
Limit population to planet ground size. Add new icon when planet is full of population.
There is possible NPE when fleet has been removed but it is still in fleetMap.
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
at org.openRealmOfStars.gui.mapPanel.MapPanel.drawMap(MapPanel.java:421)
at org.openRealmOfStars.game.States.StarMapView.handleActions(StarMapView.java:302)
at org.openRealmOfStars.game.Game.actionPerformed(Game.java:951)
AI just now compares values of trading items and if those matching it will make the trade. Planets should be tradeable only when making a peace contract from war.
There should possiblity to escape from combat. After couple of turns in combat "wormhole" could appear
and move there would be escape from combat. This would require updating AI in combat so that non combat ships would try to get there.
Player can move enemy ships like they were player's own ships.
Fleets should be able to identify unless they are full of privateer ships.
In combat defender ship images should be flipped.
Sometimes when two AIs have diplomacy with player turn is not really changed. AIs need both start diplomacy view during same AI turn.
There should be a spy like space race in the game.
Human player can end diplomacy even AI started it and made offer/demand or asked to move fleet.
Route, Defend and fix button's tool tip looks like java swing
Combat got stuck when AI attacked the ship.
AI got stuck in test game. I assume I destroyed AI's last ship and got stuck because of that.
When AI asks human player to move fleet out of borders it should be added into message list
if human agrees to do it. This way player would do remember do it more easily.
Statsview should have a relationship table which would show relations between each players.
Combat is possible to keep jamming if combat has two ships which cannot destroy each others.
This can happen in both fast combat and regular combat where human player is controlling another side.
There needs to be a way to play sound effects during the game.
Scanners and cloacking devices are not working yet. Biggest concern about this that
adding working scanners should not affect much on map scrolling perfomance.
Major thing to do. Starbase specific techs are missing. Starbases should not be able to move after deployment. AI does not build starbases.
AI Should be able to bomb/conquer enemy planets
Combat should have log which would show which part damaged and how badly.
There should be indicator that if some component is used in combat round already. This is mostly for weapons.
TechFactory created engines called Wrap drive but those were not found in ShipComponentFactory. This
can cause NPE.
Logical is currently only supported.
AI should stop colonization mission if planet is already colonized.
There should be possibility to scrap/destroy old ships.
Happened one time. Ship lost during FTL. No message no stack trace. No idea how to reproduce.
There should be possibility to configure how galaxy is created. What races to choose and so on.
News corporation should announce important changes like War declaritons, planet conquers and so on
at beginning of turn.
There should be trade ships between players if trade alliance is formed. AI should also handle these. Privateer ships needs to be able steal cargo from these.
I tried using mvn install and Eclipse to build the project, but it won't build.
It seems like most of the errors (and there are a lot of them) say the following:
Description Resource Path Location Type
Mockito cannot be resolved CombatAnimationTest.java /Open-Realms-of-Stars/src/test/java/org/openRealmOfStars/player/combat line 139 Java Problem
Any idea what could be wrong? I'm on Windows 10 and using JDK/JRE 1.8, btw.
Defending fleet should not move on it's position.
If player destroyes a ship in combat round is ended immediately.
Ai should first check if there is war between to players before attacking on fleet. Now it complete ignores
the fleet and if two fleets collide there is always a battle. Also making such move it should start a war between to two parties.
Numpad could be used for moving.
Fleets should be able fix them selves by waiting. Also AI should be able to do fixing.
Researchview center part is too wide when there many research techs
For some reason defending fleet gets still a message that all orders are done. This happens if fleet is being reasonly built.
launchIntercept calculates trajectory with integers not double:
if (distance > 0) {
dx = (target.getX() - shooter.getX()) / distance;
dy = (target.getY() - shooter.getY()) / distance;
}
There needs to be autosave before ending turn. If some reason AI gets stuck it same situation can be loaded and star debugging. Also loading game needs to handle multiple save games.
If AI's offer is being declined these declines should be handled not just complete ignore them.
Diplomacy screen should have possiblity to say a ship that get out off my sector. AIs should
be able do this one too.
Sometimes AI just go stuck exploring same system over and over
There should be diplomatic ships in game. These ships would have cultural value even though they do not gain cultural sectors. Diplomats needs to be able to capture and give bonus in diplmatic screens.
AI also needs to handle diplomatics.
Homeworlds should be marked to planet information.
They should generate one culture as a free.
They should be marked on the map too.
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