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StrategyGame
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Use an interface for the rendering method to control what access to the game state the rendering engine gets
#57
ledpup
opened
6 years ago
0
Support non-rectangular maps
#56
ledpup
opened
6 years ago
0
Experiment with using Monte Carlo tree search for AI
#55
ledpup
opened
6 years ago
2
Scenario 1: Revolt at Kali
#54
ledpup
opened
6 years ago
0
Diplomacy rules
#53
ledpup
opened
6 years ago
0
Unit type variations
#52
ledpup
opened
6 years ago
1
Create scenario editor
#51
ledpup
opened
6 years ago
1
Ledpup/dynamic load path find
#50
ledpup
closed
6 years ago
0
Found an instance where flying units can land on water
#49
ledpup
closed
6 years ago
0
Ledpup/aimilitaryunit class
#48
ledpup
closed
6 years ago
0
Ledpup/contiguous region improvment
#47
ledpup
closed
6 years ago
0
Ledpup/remove point struct
#46
ledpup
closed
6 years ago
0
Investigate removing the Point class and only use Hex instead.
#45
ledpup
closed
6 years ago
1
When an airborne unit is carrying a unit to island with an enemy structure the destination needs to be a tile with a land route to the structure
#44
ledpup
closed
6 years ago
2
Make ComputerPlayer.cs a non-static class
#43
ledpup
closed
6 years ago
0
Remove roles from MilitaryUnit class. It's an AI category
#42
ledpup
closed
6 years ago
0
Improve performance of pathfinding by calculating pathfindtiles on demand rather than pre-calculating for the entire map
#41
ledpup
closed
6 years ago
0
New move calculator
#40
ledpup
closed
6 years ago
0
Ledpup/refactor restructure
#39
ledpup
closed
6 years ago
0
Airlifting airborne unit getting stuck when travelling over water
#38
ledpup
closed
7 years ago
0
Embarking doesn't always happen
#37
ledpup
closed
7 years ago
0
Airborne unit needs to decide which land unit it should pickup
#36
ledpup
closed
7 years ago
0
New path-find has a strange artefact...
#35
ledpup
closed
7 years ago
1
Shortest route is taking flying units too far over water
#34
ledpup
closed
7 years ago
3
Airborne units that can fly over but not stop on some tiles need to affect how the A* pathfinding is calculated
#33
ledpup
closed
7 years ago
0
Computer player: strategic move for transporting flying units
#32
ledpup
closed
7 years ago
5
Carrying units
#31
ledpup
closed
7 years ago
1
Bug: cube coordinate functions wrap around the map
#30
ledpup
closed
7 years ago
0
Rewrite unit possible moves algorithm to make it more efficient
#29
ledpup
closed
6 years ago
1
AI improvement - using influence maps and A* better
#28
ledpup
closed
7 years ago
3
3D engine choice, hex map, terrain and unit models
#27
ledpup
opened
7 years ago
2
Army unit models
#26
ledpup
opened
7 years ago
0
Enable flying units to carry land units
#25
ledpup
closed
7 years ago
1
Ledpup/redo all hex geometry for offset lines
#24
ledpup
closed
7 years ago
0
Path-finding not finding the shortest path
#23
ledpup
closed
7 years ago
1
Bonus road moves are not recording their previous moves
#22
ledpup
closed
7 years ago
0
Embark/disembark army units from conquered regions and travel to new regions via boats
#21
ledpup
closed
7 years ago
4
Adjacent enemies swapping places fix
#20
ledpup
closed
7 years ago
0
Prevent adjacent enemies swapping places with each other when moving to the other's hex
#19
ledpup
closed
7 years ago
1
Scout map and assign roles to units
#18
ledpup
closed
7 years ago
1
Display units on map
#17
ledpup
closed
8 years ago
0
Add point elements to the map
#16
ledpup
closed
8 years ago
0
Visualise: Support for some edges to draw along the hexisde
#15
ledpup
closed
8 years ago
0
Seasonal Weather
#14
ledpup
opened
8 years ago
4
Fog of war
#13
ledpup
opened
8 years ago
0
Units to be able to move further than their movement points by reducing their morale
#12
ledpup
closed
7 years ago
2
Change board's tile collection from 2d array to 1d array
#11
ledpup
closed
8 years ago
0
Siege rules
#10
ledpup
closed
7 years ago
1
Battle resolution
#9
ledpup
closed
12 years ago
1
More tile edge features
#8
ledpup
closed
8 years ago
0
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