list of extra/differing features (such that are not in EFS.EXE 1.4) considered for inclusion in the latest development version (see #49 for a list of missing EFS.EXE 1.4 features)
features that have been marked strikethrough are done, features that have have been marked strikethrough are partially done
Considered Features
Unit Building: When selecting a planet, show resources on that planet
Space Spotting: From the Nova mod website: For spaceships, spotting sometimes works as described in the manual, but often doesn't. In theory, it should not be possible to see Stealth Ships until they're involved in combat. In practice, they can frequently be seen anyway, so they are not very useful. [In Nova, Stealth Ships have a camo of 100, which seems to work - they can only be spotted when involved in combat.]
For compliance with EFS1.4 the space spotting shall first be implemented (more or less) like in the above description and later an option may be added to select another, (hopefully) more useful spotting model.
Group Finder filters: move type, unit type {TYPE_ALL, ENGINEER, TRANSPORT, CARGO_POD, NOBLE, ASSASSIN, SCEPTOR}
City Info: double click on city to access build queue
Planet Map: upper half of lowest hexes visible and accessible in the Planet Display main screen
Diplomacy / asking for peace: the amount of firebirds required is tied to the losses caused (currently 1. for resources captured or destroyed "the agora sell value", 2. for units "the sell value of resources required" + 2 * |cred per turn|) the amount of damages in kilo FireBirds is displayed in the center of the contract/diplomacy window, you must offer at least this much for peace to be accepted
Rotating planet colors tied to planet types (Blue = ocean, Reddish Brown = barren, White = ice , Gray = megacity, Blue/Green = jungle, Whitish/Blue = normal, More Brownish/Less Blue = desert)
Regency/Voting: the agenda (regent elections, first emperor elections, final emperor elections) is displayed when voting, the vote tally is displayed in the message after elections
Manowitz: all techs required which you do not yet have are listed with each tech
Research: Available from Orders->Research, all labs are assigned as a single entity, if you have more research points available than is required for selected tech it will be completed immediately
Unit Building: build units panel presents a selectable list of all planets with cities controlled by you in them on the lower left, a selectable list of cities on the selected planet on the lower right, a build queue of the selected city on the upper right and a list of units buildable in the selected city on the upper left; d-click on unit list to add to queue, d-click on unit in queue to remove the unit from queue
Messages: no explicit display of messages at beginning of turn, select Messages->Read Messages to see a list of all messages.
Unit iterator: next units are not selected automatically if all selected units exhaust their movement points
Unit selection: press CMB on stack display to see selection pop-up-menu
Planet/Space window navigation: scroll wheel down to go PlanetWindow->SpaceWindow->GalaxyMap
Mid turn save possible during multiplayer
Remaining human players may zero the password of one missing/lost player
Combat display: unspotted units are displayed with brighter background, no animations, combat results are shown when you press "Do Combat"-button
(last update: 1.jan.2017)
Notes
strikethroughare done, features that have have been marked strikethroughare partially doneConsidered Features
Unit Building: When selecting a planet, show resources on that planet
Space Spotting: From the Nova mod website:
For spaceships, spotting sometimes works as described in the manual, but often doesn't. In theory, it should not be possible to see Stealth Ships until they're involved in combat. In practice, they can frequently be seen anyway, so they are not very useful. [In Nova, Stealth Ships have a camo of 100, which seems to work - they can only be spotted when involved in combat.]
For compliance with EFS1.4 the space spotting shall first be implemented (more or less) like in the above description and later an option may be added to select another, (hopefully) more useful spotting model.Group Finder filters: move type, unit type {
TYPE_ALL, ENGINEER, TRANSPORT, CARGO_POD, NOBLE, ASSASSIN, SCEPTOR}PHOENIX.INI: bonus_startup_research_points, bonus_startup_engineers
Completed Features