<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent changes to feature-requests</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/" rel="alternate"/><link href="https://sourceforge.net/p/settlers3d/feature-requests/feed.atom" rel="self"/><id>https://sourceforge.net/p/settlers3d/feature-requests/</id><updated>2007-01-20T16:08:41Z</updated><subtitle>Recent changes to feature-requests</subtitle><entry><title>Linux port</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/142/" rel="alternate"/><published>2007-01-20T16:08:41Z</published><updated>2007-01-20T16:08:41Z</updated><author><name>Maarten Vanraes</name><uri>https://sourceforge.net/u/alien999999999/</uri></author><id>https://sourceforge.net24bf26b5d545820ef564e43d798cccb6e6650f90</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Any chance for a linux port?&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Rolling Dices animation</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/141/" rel="alternate"/><published>2005-07-03T10:43:11Z</published><updated>2005-07-03T10:43:11Z</updated><author><name>tamat</name><uri>https://sourceforge.net/u/tamatito/</uri></author><id>https://sourceforge.netce12a50c1ae387daa24b9a11e925f033ee6591c3</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I think the dices look too flat, having a beautiful&lt;br /&gt;
board in the middle of the screen its a pity just to&lt;br /&gt;
show two small graphics on a corner when a player rolls&lt;br /&gt;
the dices.&lt;/p&gt;
&lt;p&gt;My idea is to generate the animation of two rolling&lt;br /&gt;
boxes with any 3d program with physics options, and&lt;br /&gt;
then just capture the movement (not in a video) and&lt;br /&gt;
display it in the board when somebody rolls the dices.&lt;br /&gt;
Obviously the mapping of the texture in the dice should&lt;br /&gt;
change depending on the result we want to have in the&lt;br /&gt;
dices.&lt;/p&gt;
&lt;p&gt;I know that is a stupid feature but I think It will&lt;br /&gt;
help a lot in the way the user feels the game.&lt;/p&gt;
&lt;p&gt;Thanks.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Port to Mac &amp;/or Linux - games@pavman.com</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/140/" rel="alternate"/><published>2005-05-23T17:15:45Z</published><updated>2005-05-23T17:15:45Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net9a22017a358f9f2ab7197e1189f6f0106c9017bb</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Any chance you have plans to port this to mac &amp;amp; Linux?&lt;br /&gt;
Its a great version of the game, I particularly like&lt;br /&gt;
the auto-ladder feature.  A friend of mine moved to&lt;br /&gt;
Germany, and bought a Mac... just hoping there might be&lt;br /&gt;
a future version ported over.&lt;/p&gt;
&lt;p&gt;Well, thanks for the hard work.&lt;/p&gt;
&lt;p&gt;-Andrew Pavlis&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Port to Mac &amp;/or Linux</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/139/" rel="alternate"/><published>2005-05-23T17:14:10Z</published><updated>2005-05-23T17:14:10Z</updated><author><name>Anonymous</name><uri>https://sourceforge.net/u/userid-None/</uri></author><id>https://sourceforge.net4d11d0971d2dc27a4fae86abbad8b697b23e28de</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Any chance you have plans to port this to mac &amp;amp; Linux?&lt;br /&gt;
Its a great version of the game, I particularly like&lt;br /&gt;
the auto-ladder feature.  A friend of mine moved to&lt;br /&gt;
Germany, and bought a Mac... just hoping there might be&lt;br /&gt;
a future version ported over.&lt;/p&gt;
&lt;p&gt;Well, thanks for the hard work.&lt;/p&gt;
&lt;p&gt;-Andrew Pavlis&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Starting position selection: No numbers on hextiles</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/138/" rel="alternate"/><published>2004-04-12T09:44:59Z</published><updated>2004-04-12T09:44:59Z</updated><author><name>Olaf Noehring</name><uri>https://sourceforge.net/u/userid-801491/</uri></author><id>https://sourceforge.net6aea6de9a667d7aeaf1f260975709c5b7a24cf00</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Hi&lt;/p&gt;
&lt;p&gt;I would like to see the possibility (under VARIANTS for &lt;br /&gt;
a game)  to switch the time when the numbers which &lt;br /&gt;
are placed on the hexgrids are laid down.&lt;/p&gt;
&lt;p&gt;The first player might take some advantage from those &lt;br /&gt;
numbers, e.g. he will likely place his first house &amp;amp; road &lt;br /&gt;
where the chance is higher to get some resources later &lt;br /&gt;
(6 and 8 and so on)&lt;/p&gt;
&lt;p&gt;It would be great if the user can set this variant that &lt;br /&gt;
the numbers are placed AFTER all users have made &lt;br /&gt;
their &lt;br /&gt;
a) first positioning (house/road) and &lt;br /&gt;
b) second positioning (house/road)  or&lt;br /&gt;
c) leave it like it is - in the very beginning.&lt;/p&gt;
&lt;p&gt;Olaf&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Computer player / AI</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/137/" rel="alternate"/><published>2004-04-11T13:42:02Z</published><updated>2004-04-11T13:42:02Z</updated><author><name>Olaf Noehring</name><uri>https://sourceforge.net/u/userid-801491/</uri></author><id>https://sourceforge.netb617bca6208921a91dded116706790358b436ccf</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Hi&lt;/p&gt;
&lt;p&gt;Probably it has been asked for a thousand times yet.&lt;/p&gt;
&lt;p&gt;I would like to see a computer player.&lt;/p&gt;
&lt;p&gt;To accomplish this you might want to take a look on&lt;/p&gt;
&lt;p&gt;&lt;a href="http://sourceforge.net/projects/jsettlers/"&gt;http://sourceforge.net/projects/jsettlers/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This seems to be a working version (was for a doctors &lt;br /&gt;
degree!)&lt;/p&gt;
&lt;p&gt;Olaf&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Player Resignation</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/136/" rel="alternate"/><published>2003-12-09T05:50:55Z</published><updated>2003-12-09T05:50:55Z</updated><author><name>Kenneth Comer Jr.</name><uri>https://sourceforge.net/u/kencomer/</uri></author><id>https://sourceforge.netdf83965cb799473ace646276044fb0c00187080e</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;To deal with drops, intentional abandonment, or cases &lt;br /&gt;
when a player feels that he/she is just marking time &lt;br /&gt;
and is hopelessly outclassed, I propose an option for &lt;br /&gt;
a very, very limited AI.  Yeah, yeah-- 100k lines of &lt;br /&gt;
code...  I'll peek later and see what I can figure &lt;br /&gt;
out.  Nonetheless, this LOOKS pretty doable.&lt;/p&gt;
&lt;p&gt;::::::::::::::::::::::::::::::::::::::::::::::::&lt;br /&gt;
||||||||||||||||||||||||||||||||||||||||||||||||&lt;/p&gt;
&lt;p&gt;LOGIC FOR THE ai GAME TURN &lt;/p&gt;
&lt;p&gt;||||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
::::::::::::::::::::::::::::::::::::::::::::::::&lt;/p&gt;
&lt;p&gt;vvvvvvvvvvvvvvvvvv/&lt;br /&gt;
&amp;amp;gt;&amp;amp;gt;seven was rolled&amp;amp;lt;&amp;amp;lt;&lt;br /&gt;
/^^^^^^^^^^^^^^^^^^&lt;/p&gt;
&lt;p&gt;*&amp;amp;gt; discard excess &amp;amp;lt;* &lt;br /&gt;
repeat until correct number&lt;br /&gt;
{&lt;br /&gt;
make heap&lt;br /&gt;
if tie in heap then discard random from top in heap&lt;br /&gt;
else discard max from top in heap&lt;br /&gt;
}&lt;/p&gt;
&lt;p&gt;vvvvvvvvvvvvvvvvvvvv/&lt;br /&gt;
&amp;amp;gt;&amp;amp;gt; thief placement &amp;amp;lt;&amp;amp;lt;&lt;br /&gt;
/^^^^^^^^^^^^^^^^^^^^&lt;/p&gt;
&lt;p&gt;foreach TALLY1x(tallycount)&lt;br /&gt;
{&lt;br /&gt;
TALLY1(a,b) = 0 ;&lt;br /&gt;
TALLY2(a,b) = 0 ;&lt;br /&gt;
}&lt;br /&gt;
foreach players(i)&lt;br /&gt;
{&lt;/p&gt;
&lt;p&gt;*&amp;amp;gt; to tally counts, add if non-allied  &amp;amp;lt;*&lt;br /&gt;
*&amp;amp;gt; subtract if allied (i.e., self or team game) &amp;amp;lt;*&lt;/p&gt;
&lt;p&gt;count settlements*1*VP(player) &lt;br /&gt;
+ cities*2*VP(player) into TALLY1;&lt;/p&gt;
&lt;p&gt;count (settlements * 2 + cities * 5)&lt;br /&gt;
* absolute( 7 - hex(a,b)=&amp;amp;gt;rollvalue)  into TALLY2;&lt;/p&gt;
&lt;p&gt;If tie using TALLY1 then &lt;br /&gt;
{&lt;br /&gt;
if tie using TALLY2 then &lt;br /&gt;
{&lt;br /&gt;
place in random among max of TALLY1&lt;br /&gt;
} &lt;br /&gt;
else &lt;br /&gt;
{&lt;br /&gt;
place in max of TALLY2&lt;br /&gt;
}&lt;br /&gt;
} &lt;br /&gt;
else &lt;br /&gt;
{&lt;br /&gt;
place in random among max of TALLY1} ;&lt;br /&gt;
}&lt;/p&gt;
&lt;p&gt;vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv/&lt;br /&gt;
&amp;amp;gt;&amp;amp;gt; add commodities, gold becomes random of the lowest&amp;amp;lt;&amp;amp;lt;&lt;br /&gt;
/^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^&lt;/p&gt;
&lt;p&gt;*&amp;amp;gt; constants &amp;amp;lt;*&lt;br /&gt;
perfects( ore ) = 3;&lt;br /&gt;
perfects( grain ) = 2;&lt;br /&gt;
perfects( wood ) = 1;&lt;br /&gt;
perfects( clay ) = 1;&lt;br /&gt;
perfects( wool ) = 1;&lt;/p&gt;
&lt;p&gt;while (gold-count--)&lt;br /&gt;
{&lt;/p&gt;
&lt;p&gt;*&amp;amp;gt; establish preferences &amp;amp;lt;*&lt;br /&gt;
foreach commodity-counts(i)&lt;br /&gt;
{&lt;br /&gt;
preferences(i) = commodity-counts(i) - perfects(i);&lt;br /&gt;
}&lt;/p&gt;
&lt;p&gt;buy random among the minima for the preferences&lt;br /&gt;
}&lt;/p&gt;
&lt;p&gt;vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv/&lt;br /&gt;
&amp;amp;gt;&amp;amp;gt; trade phase &amp;amp;lt;&amp;amp;lt;&lt;br /&gt;
/^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^&lt;/p&gt;
&lt;p&gt;foreach purchasable-commodities(i) = true ;&lt;br /&gt;
repeat&lt;br /&gt;
{&lt;br /&gt;
traded-nothing = true ;&lt;br /&gt;
if can build a settlement then&lt;br /&gt;
{&lt;br /&gt;
build settlement in a random legal location;&lt;br /&gt;
traded-nothing = false;&lt;br /&gt;
continue;&lt;br /&gt;
} &lt;br /&gt;
else if can build a city&lt;br /&gt;
{&lt;br /&gt;
build city in a random legal location;&lt;br /&gt;
traded-nothing = false;&lt;br /&gt;
continue;&lt;br /&gt;
}&lt;br /&gt;
else if can build a road;&lt;br /&gt;
{&lt;br /&gt;
if randompercentage &amp;amp;gt; 50% then continue&lt;br /&gt;
build road in a random legal location attached to &lt;br /&gt;
a city if possible&lt;br /&gt;
traded-nothing = false;&lt;br /&gt;
continue;&lt;br /&gt;
}&lt;br /&gt;
else&lt;br /&gt;
{&lt;br /&gt;
find x = commodity which can sell the least to the &lt;br /&gt;
bank (random among tied, -1 if none can sell);&lt;br /&gt;
if x&amp;amp;gt;=0 then&lt;br /&gt;
{&lt;br /&gt;
find x = commodity which can sell the least to &lt;br /&gt;
the bank (random among tied);&lt;br /&gt;
mark purchasable-commodities(x) = false;&lt;br /&gt;
find y = min among purchasable-commodities;&lt;br /&gt;
decrement commodities(x) by bank sale amount;&lt;br /&gt;
commodities(y)++;&lt;br /&gt;
traded-nothing = false;&lt;br /&gt;
continue;&lt;br /&gt;
} else continue ;&lt;br /&gt;
}&lt;/p&gt;
&lt;p&gt;}&lt;br /&gt;
until traded-nothing&lt;/p&gt;
&lt;p&gt;::::::::::::::::::::::::::::::::::::::::::::::::&lt;br /&gt;
||||||||||||||||||||||||||||||||||||||||||||||||&lt;/p&gt;
&lt;p&gt;LOGIC FOR player GAME TURN: TRADING WITH THE ai&lt;/p&gt;
&lt;p&gt;||||||||||||||||||||||||||||||||||||||||||||||||&lt;br /&gt;
::::::::::::::::::::::::::::::::::::::::::::::::&lt;/p&gt;
&lt;p&gt;If a player offers a trade to all players then return.&lt;br /&gt;
If player offers a trade to the AI alone then&lt;br /&gt;
{&lt;br /&gt;
if the player is asking for any component that the &lt;br /&gt;
AI does not have, then fail;&lt;/p&gt;
&lt;p&gt;assuming the trade went through, if the AI has more &lt;br /&gt;
of a deficiency from the perfects then fail;&lt;/p&gt;
&lt;p&gt;accept if count of player offer is at least &lt;br /&gt;
2 * AI requirement ;&lt;/p&gt;
&lt;p&gt;accept that if the deficiency rating is lower after &lt;br /&gt;
the proposed trade than before it and the count of &lt;br /&gt;
offer is at least 1.5 * AI requirement&lt;br /&gt;
}&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Idiot Timer</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/135/" rel="alternate"/><published>2003-12-09T02:25:48Z</published><updated>2003-12-09T02:25:48Z</updated><author><name>Kenneth Comer Jr.</name><uri>https://sourceforge.net/u/kencomer/</uri></author><id>https://sourceforge.netf41d2809cc362cbd4013c19343f16cb1f1c03232</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;I would like a reminder to press &amp;amp;quot;end turn&amp;amp;quot; after a &lt;br /&gt;
preset period of time during different stages of the &lt;br /&gt;
game.  This would be set in each players client &lt;br /&gt;
profile and not imposed arbitrarily by the host.&lt;br /&gt;
These would be accompanied by an audio alert.  (I &lt;br /&gt;
seperately posted on the s3dconnect feature request &lt;br /&gt;
page.  I think this design is a little cleaner, more &lt;br /&gt;
useful and easier to implement.)&lt;br /&gt;
&lt;/p&gt;
&lt;p&gt;vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv&lt;br /&gt;
Alert Timer Presets in Player Profile Dialog Box&lt;br /&gt;
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^&lt;/p&gt;
&lt;p&gt;This could be a seperate dialog box accessed by a &amp;amp;quot;Nag &lt;br /&gt;
Timers&amp;amp;quot; button or such...&lt;/p&gt;
&lt;p&gt;Alert Conditions:&lt;br /&gt;
*  nothing-left-to-do [idiot has done trades, can't &lt;br /&gt;
buy anything else; might have development card]&lt;br /&gt;
*  click-commodities [idiot has not clicked on &lt;br /&gt;
commodities after trade]&lt;br /&gt;
*  place-pirate [idiot has not placed pirate]&lt;br /&gt;
*  spend-gold [waiting on idiot to buy gold]&lt;br /&gt;
*  build-placement [waiting on idiot to place a built &lt;br /&gt;
item]&lt;br /&gt;
*  long-time-turn-start [trades are still possible, &lt;br /&gt;
builds are still possible&lt;br /&gt;
*  build-only [trades are not possible, builds are]&lt;/p&gt;
&lt;p&gt;Options one (set per condition):&lt;br /&gt;
audio-alert-level (radio)  none  Match-Global-Sound&lt;br /&gt;
Always&lt;br /&gt;
pop-up-nag (checkbox) [asks &amp;amp;quot;end turn? ok/cancel]&lt;br /&gt;
If anything but &amp;amp;quot;none&amp;amp;quot; &amp;amp;amp;&amp;amp;amp; !pop-up-nag then &lt;br /&gt;
first-nag-after (Editbox numeric) &lt;br /&gt;
repeat-nag-after (Editbox numeric) &lt;br /&gt;
If repeat-nag-after then &lt;br /&gt;
repeat-forever (checkbox)&lt;/p&gt;
&lt;p&gt;^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^&lt;br /&gt;
FYI: the worst &amp;amp;quot;idiot&amp;amp;quot; offender I have ever met, &lt;br /&gt;
especially with regard to the &amp;amp;quot;nothing-left-to-do&amp;amp;quot; &lt;br /&gt;
condition is myself.&lt;br /&gt;
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Maps3D: Store, load, and use rotation and depth settings</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/134/" rel="alternate"/><published>2003-11-22T20:43:05Z</published><updated>2003-11-22T20:43:05Z</updated><author><name>Scott McDermott</name><uri>https://sourceforge.net/u/scottmcdermott/</uri></author><id>https://sourceforge.net3e2de0f29805fba6bbd1db4aaae5ec6a9c0aa6fa</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;These are already stored in the CS3DMap object and &lt;br /&gt;
serialized to the m3d file.  I think that I just need to set &lt;br /&gt;
them correctly...&lt;/p&gt;
&lt;p&gt;Note, the drawing function is probably just looking at &lt;br /&gt;
the CS3DMap object in the mapdatabase instance...&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>C&amp;amp;amp;K: Add Barbarians tab and OpenGL window</title><link href="https://sourceforge.net/p/settlers3d/feature-requests/133/" rel="alternate"/><published>2003-11-06T20:16:42Z</published><updated>2003-11-06T20:16:42Z</updated><author><name>Jason Fugate</name><uri>https://sourceforge.net/u/jfugate/</uri></author><id>https://sourceforge.net44131e3e73e976d6107f10af477297280506dcb2</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;This will be a new slidey window on the right side that&lt;br /&gt;
keeps track of barbarian progress and total knight&lt;br /&gt;
strength on the board.  Later on, another tab will keep&lt;br /&gt;
track of city advances for every player.&lt;/p&gt;&lt;/div&gt;</summary></entry></feed>