------------  to do for first posted release -----------------

make restart is not reliable --  is this still true???

have a real configuation script that is impervious to any patches
I might send out.  this means that there should be a way of overriding
any defaults I have (preferably un-enumerated, but that might not be
possible) with local values and still have a minimum amount of work
done on a make and have any patches I send out not mess up any of this
local stuff.  Should be user non-hostile

move emp_serv and killd to BIN, INFO.nr should be put in DATA or INFO.

known problems with info pages:
	don't reflect Mr Frog's latest rewrites....

most of COMS doesn't work

ve doesn't work with mr-frog's latest changes

------------- to do for second major release ------------------

move some of the directories around... there should only be one BIN even
if you don't call your top-level directory "EMP"
	
make a typescript of grabbing the files, setting the options, making,
	and starting a game (make a couple countries) [can't be done
	until there is a config tool...]

if you get >9999 of something, there is a way to jump it all the
	way to 32767 in one update...   probably shouldn't allow
	values >9999 at all.  (fixed???)

allow multiple players to log into the same country.  This can be done 
	with a simple lockfile -- they have to wait on each other's 
	commnads though..  (you can't have two people giving 
	commands as the same player at the same time!)

vfix needs a simple manual

you can sell ships with planes on them and the planes don't change
ownership

the transaction manager should notice when there is more than one copy
	of itself started up....   people do this!!

get shupar to notice when a file it is replacing has been modified
and save a copy of the old one in the trash directory.  (this also
means that shupar needs to use sum rather than wc)

the client doesn't zero argv soon enough.  If hostname resolution
takes a while there is a pretty big window of oppurtunity for 
someone to find out the country name and password   (fixed???)

make sure that buil.c is right.  (it will still let you build in
under 60% sectors)

most of the clauses of treaties are not particularly useful.  There 
ought to be a better sort of command.  Also, attacking someone when there
is a treaty offered, should invalidate the offer.

Change territory values from numbers to letters.  (hard...  are two
	digit #'s good enough?)

co-ordinates of intercept mission launch points is incorrect.  (fixed???)

VERIFY/FIX: move should always take at least one mobility.  (warehouses)
	if you move 1 unit of something out of a warehouse, it sometimes
	doesn't take any mobility
	[It might be better not to fix this, as it might cause problems
	 with distribution if warehouses used more mobility. -Tom]

get world sizes that arn't powers of two too work [very hard].  

get world sizes of >256x256 to work.  this will requre changing co-ords from
chars to something that gets defined in gamesdef.h....
	#ifdef WORLD_X > 255
	# define x_coord_type short
	#else 
	# define x_coord_type char
	#endif
			or some such

info page on offer doesn't seem to reflect reality

info page on internals doesn't mention guerillas (people who read the
	source have a *big* advantage)

plane counter of planes on a carrier is not used everywhere... is not
	decremented when a plane leaves    

attacking with 0 men doesn't cost any BTU's

There seems to be a small bug in sector-ownership or something
	when a sector is retaken.
	It seems like the first time you login after a sector is retaken,
	empire doesn't know you own it. Census shows "0 sectors".
	If you logout and log back in, everything is OK. Census knows you
	own the sector, etc.

when you attack a sector with 400 mil, the motility in the 400 mil
	sector gets set to about 50   (fixed???)

missiles don't get taken off the trade list when launched.  (fixed???)

ve should notice when its window has been resized.  (only on 4.3 alas)

Intercept mission co-ords are f*cked.  Says it was intercepted at
	(enemy cap x +4, enemy cap y -6)

Once upon a time...
Dave Pare re-wrote the tm_server..  see if he can find a copy of
his re-write.  If he can't, the take his WARLORD tm server and
link it in.

military on ships either don't use any food or starve all at 
once.   (fixed???)

-------------- to do sometime -------------------------------

radar looks nice, but is there really any reason not have them look like
	maps?  And if they look like maps, is there any reason not to
	let you do a radar from more than one ship at a time?  

air drop missions should sometimes loose commodities..    (but only
	those that can be damaged easily -- shells, guns, civs, uw's,
	lcm, hcm, oil, petrol)

let missiles carry conventional warheads.

designate should produce a warnign when you redes a bridgehead that
is supporting a span.

create a "guided missile frigate" that can carry sam's and tac missiles.
<<done -Tom>>

split empglb into a bunch of files, maybe even make a configuration 
	direcotry with a bunch of .h files containing things like
	KILLSERVER and LITTLENDIAN

It seems that planes sometimes have a longer range of interception when ships
	are attacked rather than land sectors [Tom Tedrick]
	<<this bug not carefully tested yet -Tom>>

get make lint to work.
get everything to pass lint

finish writing edit & give.  Bug in edit: changes don't show up
	in the structure until you re-enter.

get client/ve/Makefile to work like the rest

can you put sam's on a nuke sub and have them intercept?  Is this a bug?

add 'r' to navigate (shows you a radar) and 'm' to move (shows you a map)
	[and 'l' for look]

have DEITY "ship" report country num, but not fleet designation.

get plane 'wing's to work.

attacking with 0 military shouldn't give you any info
[or you could make such attacks cost BTUs like in the old days. -Tom]

centralize the all move type commands, split explore off from move/test.
	test can be nix'ed because the new move command could allow you
	to quit

modify set/trade so that loans can be put up for sale and transfered.
	limitation: a country may not purchase a loan to itself for less
	than the loan is for. [Why not? It happens in real life,
	creditors will often settle a bad loan at a discount.
	Shouldn't it be up to the seller to set the multiplier
	as he sees fit? -Tom]

change clasification scheme used by "report"

add "subvert" and "purge".  
	subvert: add terrorists to an enemy country.  chance of getting
		caught should depend on target sector, (in order), 
		#mil, %eff, oldown, loyal, #civ.   It should also depend
		on the relations between the countries.  Also: when
		caught, sometimes victim should think it was just spying.
	purge: clear almost all the gurrillas out of a sector: cost:
		5mil/gurrilla.  %work -= gurrilla/5.  BTU -= gurr*10
		if unsucsessful, half of civ's becomre gurillas.
		(no way!  it's no fun if you can get rid of them!)
	sand: "search-and-destroy" missions; kill off some civilians,
		some guerillas, and piss the people off even more.

VERIFY/FIX: sometimes map shows sector designations incorectly.  example,
	a recently re-des'ed cap (now a highway) shows up as
	a cap.  

------------------ would be nice -------------------------------

get "path" to work.  path is to route what distribute is to deliver

ships (& tanks) should only repair quickly in harbors, tank yards, etc.

add tanks

add nice[NOC] and have taking/losing sectors effect happiness

It would be nice to be able to group nations together...  so that you
	can: declare war on a group.  Send telegrams to a groups.  
	Change the mult of a group...  Offer a loan to a group.  Etc.

get a better world creation program

add weather (and windborne nuke fallout)

(from mr-frog) Make the max number of people that can live in a given
	location be depenedent on the type of sector.  suggestion:
        cap:5000	 lcm:2500	hcm:3500	mines:1500
        agros:350	 bases:800	roads:200
	also, have caps break even on taxes!

--------------- Tom's assorted bugs from Winter 89 playtesting ----------

************************************
Here is a VE bug I don't understand:

>Announcement from Jim
>VE bug: I ran ve without any arguments.
>I specified the input file "cenout.
>I specified the input file "comout".
>I specified the input file "mapout".
>I specified the file "mapout" again.
>The SECOND time I specified "mapout", it highlighted the
>sectors that I don't own, but it didn't do it the FIRST
>time.
******

When doing an "edit land", if you want to change o or O, you need
to enter "O #" or "o #", but it then ignores the # and prompts you
for it again. I think I hacked that one (just set the newown and 
oldown vars to amt, rather than to the integer function that it 
was set to). You also need to check that amt is not > number of 
countries, and you probably want to make sure that amt is a currently
valid country number (Jim Griffith)

Weather: I've never played in a game where it was used, but I was 
told that forcast was so buggy that you could use it to generate
adverse weather in your enemies' sectors. That's why i wanted to 
remove it. (Jim Griffith)
[Please don't bring back weather. -Tom]

The other big bug I know of is the problem with ship flak, but I can't
find what's wrong with that one (Jim Griffith)

Tune the air-air combat "fly" code, so three high-tech 80% fighters 
don't lose to the single high-tech 100% fighter. You could assume that
there were 10 planes in a plane unit, and that a 80% unit means there
were only 8 planes left. Then, all the intercepting and defending
fighters could be grouped, and undergo combat. This would result
in a more effective and realistic air defense, because even the wimpy
20%-30% units could materially contribute to air defense (Dave Pare)

You could put in lethal radiation from nuclear detonations. This
could be implemented as a new commodity (like plague) which would
slowly decay over time. While decaying, however, it would kill
off some percentage of the people in the sector every update,
while lowering the birth rate to some low value. The radiation would
be of varying intensity based on the weapon detonated. Neutron bombs
would leave very little, while specially-made "dirty" bombs would
leave lots more! This could replace the current "wasteland" sector 
with something more realistic. Like plague, moving things out of
radioactive sectors would "infect" destination sectors. Of course,
nobody would want to buy radioactive goods, so they couldn't be sold!
(Dave Pare)

If you still want natural disasters, try implementing a real
weather system. Then, places in the "north" weather zones will get
real cold during winter, and the tropics will get hurricanes during
hurricane season, etc. This will affect the world in realistic and
non-arbitrary ways. (Dave Pare)
[Please, no weather at this point ... -Tom]

Rig auto defenses so that you don't fire on yourself in self-defense.

Correct the spelling of "civilians (spelled "civilianss" by empire) 
as used by the "shoot" command, and the spelling of "successful" 
(spelled "successfull" by news) associated with satellite launches.

Leading blanks in telegrams and announcements are ignored.

Work in sectors with 0 population should go to 100%? Or is that 
exploitable? (-Tom)

Double the cost of all satellites

Satellites don't always show up in a radar map. Could give radar
3 options: land, ship, satellite (to show a sector map, a map of
ships, or a map of satellites).

***********************************************************
Hmmm, news reported POGO pilots downed Afrika Korps planes.
Really it was three pilots, not POGO. I think that what happens
is that when a plane is shot down it reverts to POGO, but may 
still get one more shot at air combat before disappearing. Maybe
make plane ownership change after air combat is finished (-Tom)

OK, I found another bug. Say a plane from country 1 fights a
plane from country 2. Country 1 shoots down country 2's plane.
The report is accurate. Then country 2's plane (same combat)
shoots down country 1's plane. The report says that a POGO
plane shot down country 1's plane. Should be fixed... (Jim Griffith)

I guess what's happening is that the plane's ownership reverts to POGO 
as soon as it's shot down, but it still gets a chance to shoot once
at the enemy. (-Tom)
**************************************************************
Sometimes (not always) when the condition checking bug strikes 
now, you get a warning (it says "updating sector map", then 
"waiting on lock") after you give the command. That means 
"condition will be ignored". So you can sometimes (not always!)
work around the bug by giving only part of the command on the
first line, then bailing out if the warning appears. (-Tom)

For example to sell globally, start with something like

sell ?des=a f #0
amount: 100
price: 1

If instead of a prompt for amount, you get a "waiting on
lock" or some similar message, just bail out by hitting
return.

So my hunch is that what is happening is that whatever
process updates the sector map is interupting the command
and causing the condition to be lost (-Tom)
*******************************************

New diety command: "edit", new info page: "diety" neither is done.

*****************************************************************
Implement very high tech anti-ballistic missiles that would shoot 
down ICBMs (and probably any other incoming missiles, although
ideally each missile type, ICBM, IRBM, Cruise Missiles, Tactical
Missiles, should require a different type of defensive weapon.)

Plane Type= abm 1, abm 2
Tech = 400, 500
Flags = "abm" (anti-ballistic missile), and "light" for the abm 2.
Cost = $20,000

When a missile is launched, the code checks for abms within 
a range of 5 of the target sector of each warhead. Each abm
within range fires at the incoming warhead in turn, with a
50% chance of hitting and destroying the incoming warhead, until
the warhead is destroyed (so not all the abms will be fired if
the missile warhead is destroyed in time).

**************************************************************
Implement "electric rail guns" (hyper-velocity weapons) in 200 
lines or less. 

Tech = 600
Cost = $100,000
Plane type = "rail gun"

Each time they fire they use up 100 shells.
They don't fire at all if < 100 shells are available.

When a missile is launched, the code should check for any 
"rail-guns" within a certain radius of the target sector 
for each warhead (maybe a radius of 8 sectors). If there 
is a rail-gun within range, it fires at the missile.

Each rail gun has a 90% chance of hitting each time it
fires (if this is hard to code, make it 100%). If it hits,
the warhead is destroyed.

Some ships could carry them (like "guided missile cruisers").
*******************************************************
Implement "Phoenix Anti-Aircraft Systems" 

Tech = 400
Cost = $20,000
Plane type = "Phoenix"
Flags = "AA", "light"
Attack = a lot

Each time they fire they use up 50 shells.
They are carried only on "guided missile cruisers"
(or ships with the "miss" flag).

"guided missile cruisers" can carry up to 900 shells.

They don't fire at all if < 50 shells are available.
If planes fly a hostile mission targeting the sector
the phoenix is in, the phoenix fires at up to 5 planes.
*******************************************************

How about a new command: "abandon". Causes sectors
to revert to diety ownership.

*************************************************************
EDIT DOESN'T WORK RIGHT!! I just gave myself 2 sectors, and I
got the telexes that GOD gave them to me. However, they don't
show up on a cen or a map as mine. It might revert after the update,
but I dunno...

OK, it's after the update. 'att' says that I own 0,0 (not my cap),
but cen, com, and map say that I don't (Jim Griffith)

OK, something is still screwed. I used "edit" to regain control
of an enlistment center (with 500 mil) that I lost control of.
It's at 0,0 for me, or -2,0 relative to my capitol. Attack
says that it is my sector, but cen, com, and map day that it isn't.
*******************************************************************

Problem with the >100% sectors: you can't move into them. (-muir)

Interesting thing about sectors with eff>100%. It seems warehouses 
won't distribute *through* them (though they will distribute *to* 
them). (-Tom)
*************

Deity intervention affects a nation's relations with the deity.
Diplomatic status with a deity should have no meaning, therefore 
it should not change. (Jim Griffith)

Small bug: sometimes "country" shows countries being logged in 
when they have already logged off. (-Tom)

*****************************************************
Possible bug. I launched a landsat at 66%. It gave me
"KABOOM! Missile explodes on launchpad!". It then said 
"landsat 2 #673 in position over 60,0". Naturally, the plane
wasn't there... (Jim Griffith)

Maybe satellite coordinates are mixed up. I think the
satellite that was said to be at 60,0 is at 0,60. (-Tom)
[this bug needs testing I think -Tom]
*************************************

OK, since when can a battleship fire 1334208 flak guns???

Another bug. 25 fighters vs. 1 jet spy 2. Jet spy takes 100 -- 
shot down. jet fighter 2 takes 1073697808 -- shot down. (Jim Griffith)

There was some kind of a bug in the U Denver game
where planes were taking a billion hits or so. Sounds
like it's still around (both in plane combat and flak). (-Tom)
**************************************************************

Hey, is the 'harden' command supposed to work??? (Jim Griffith)

I have never gotten harden to work. I heard there was some trouble 
with it in the U Denver game. (-Tom)
************************************

Maybe deity countries could retain ownership of
sectors even when all population in the sector is
wiped? (currently POGO gets 'em). (-Tom)

Another bug - I flew 2 transports in an air assault. They were
aborted by flak. It said "attacking with 0 mil, against 0",
and then died on signal 8. (Jim Griffith)

OK, this is also screwey. In "edit country", both Telegrams and
Tech use the same key letter for editing. Though how you edit telegrams
is beyond me... (Jim Griffith)

Another bug that I may be able to fix - you know in 
"edit land", when you specify o or O, it requires you to
type "o 12" or "O 12", but it then prompts you for the
country number again. (Jim Griffith)

When you build a bridge from a bridgehead, then (and only then) the
bridgehead should have the highway mobility flag or something.


From rayssd!gmp@a.cs.uiuc.edu Thu Apr 13 12:50:57 1989
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Date: Thu, 13 Apr 89 15:00:38 edt
From: gmp@rayssd.RAY.COM (Gregory M. Paris)
Message-Id: <8904131900.AA02644@RAY.COM>
To: muir@postgres.berkeley.edu
Subject: satellite problems

1. Satellite ownership can change when the sector over which the satellite
   is orbiting is captured.  Even works for dead (deity-owned) satellites!

2. Satellites can be damaged by nuclear explosions (other than anti-sats),
   even though they are in orbit.

From rayssd!gmp@a.cs.uiuc.edu Fri Apr 21 09:18:25 1989
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Date: Fri, 21 Apr 89 11:20:24 edt
From: gmp@rayssd.RAY.COM (Gregory M. Paris)
Message-Id: <8904211520.AA29638@RAY.COM>
To: ucsd-empire@postgres.berkeley.edu
Subject: trade/satellite interactions

It seems to me rather silly that a person buying a satellite that's in orbit
can relocate it.  I'd say this is a bug, not a feature (similar to the buggy
capturing of a satellite by capturing the sector underneath, or damaging a
satellite by nuking the sector underneath).

It also doesn't seem right that satellite efficiency is set to a max of 75%
after a trade, when satellites in orbit do not regenerate efficiency-wise.  If
this really is supposed to be a training cost, as the comment in the code
indicates, then this efficiency penalty should not be applied to satellites or
missiles, since they have no crew.

Of course, these are all comments on the 0.9 version of the game...

****************************************************
The news headlines shouldn't continue to mention dissolved countries. -- jeffw
