QuasarDonkey wrote:A second patch is to get BotF running in windowed mode. But it's not been entirely successful yet either
see
pseudo windowed mode
mpr97 (CreateDevice or something) also has an option to render in windowed mode, but for some reason it didn't work in my tests either.
Tethys wrote:Would it be possible to create a zoomable under/overlay for the galactic map? It could be a small step towards creating 'quadrants'. It would show up similar to the way ship ranges show up, but maybe as a white or blue line for quadrant dividers. I dont know if its possible but I think it would be a great cosmetic feature if you are up to the task
Since you asked, that would be lots of work and if you want to do it well you need a new engine. *cough*
Maybe multiple zoom levels could be added.
Tethys wrote:Also, if you are up to it, could you find a way to keep empire borders unlocked after signing a non aggression treaty? It would be a nice twist to the game (I remember several episodes where ships crossed into demilitarized space such as the DMZ and RNZ)
Good idea, I often wondered on this, too. AI complaints about flying through their territory anyway.
should be a simple fix but might need some more analysis to find, it's at least in turn processing as well as in shiprange calculation
Tethys wrote:Im interested to see BotF maybe use MORE CPU and memory, maybe to speed things up a bit? But ive heard Botf doesnt exactly like 'fast'
Unlike java with it's virtual machine, in c++ botf isn't restricted in ressources, but the algorithms are just that slow (and not much multi-threaded). To speed up the game you've to figure what functions are causing the slow downs (like ai ship movement) and reimplement faster alternatives.
I'd not take this as a first task, ai programming can be quite complex.
Lessening CPU usage doesn't seem much useful to me either. BotF already uses sleep calls, only video playback and turn processing doesn't and for current turn processing it can't be changed cause it's not loop based but a bunch of massive functions executed one after another.
thunderchero wrote:Not sure how easy this would be....
But I would like for structures when set to upgrade an older structure it replaces the older structure instead of having both of them.
currently the scanner structures and main manned structures do this but no other structure set to upgrade will.
this should be easy to fix but requires some asm search/debugging
somewhere must be a check for the buildings and it's known how data is stored by savegame analysis
I expect the whole turn processing calculation can be rewritten, but better not all at once
xDx wrote:I would like to see AI empires able to be set at different diplomatic stances for beginning game. Currently only minors can be adjusted with major empires.
I once had some idea on a savegame generator, but it would be much simpler to just do some makeover to the galaxy generation.
This should be a pretty simple thing in terms of programming.
To adjust start attitude a configurion file like an ini could be used.
another nice idea would be to finally fix the minor's upgrade bug, sometimes loosing their factories and research centers
alot of research has been done on minor development but a final fix is still missing
also it would be great to make the minor's evolution relate better to the game settings
shall we reopen a wishlist?