Thanks for the positive reply. In the spring rts' forum they get annoyed by people giving suggestions/promises sometimes. (I haven't done anything for them. Well, an unfinished(~10%) ak model, some suggestions in modeling threads.)
I have looked at your C source code a little, i like it so far. I am willing to try help with something. But i have to know better what the code looks like first. How do you get/look at the doxygen documentation?
I could try making the better list improvement first. The buy/sell and produce lists in particular. Was thinking on the line of buttons to sort after each property, with default by class first, and then by alphabetic. That setting will then have a little headers. (Human equipment, Alien equipment) Control-f starts for text search, all the nonmatching entries disappearing.(Should be clear that you're searching.)
Improved (alternative) interface should be fairly easy if one knew how stuff works. I suggest left button for all selecting, right button for moving, and left button either very near the unit(with an indicator appearing if you try.) to change it's direction, or have an 'eye' button to do it by clicking further. Shift+right down shifts view according to mouse. Either 'grabbing the ground'; mousepos changes but worldpos not, or keeping mousepos constant, and changing the position of the map at the same rate the mouse would move. And zooming into the mouse position. I can give you the math, if you want. Is there any resistance to this idea for people used to the old interface? Edit: shift+right button again prone to people forgetting to press the shift, perhaps control+leftbutton and change the geoview to the same?
I have done pathfinding once(Dijkstras algorithm + estimate, aka A*), but i am not sure if i can help much.. Does current pathfinding allow for risk assessment for AI?
Squads and pre-made equipment layouts can't be that hard if you know the code either, just adapting what is already there, and make an soldier_equip_add function. Suggest that soldier equipments are stored for globally, also available in multiplayer and other campaigns, but only if the necessary equipment is available.
I also wrote up a little on the sleeping gas scenario, not sure yet were to find those text files. Btw, it requires logic behind the emails.(to be applied properly.)
Sleeping gas alien capturing idea
Initiation(Not after alien breathing apparatus): "Proposal: Using sleeping gass to capture aliens
Commander,
I know we have done a(/some) autopsie(s) on dead aliens, but there is so much more to be learned from alive species. I have taken the liberty of putting some of our researchers time on figuring out a sleeping gas agent with maximum probability of effectiveness. Although this is still a long shot, i believe it is worth it. We have modified some smoking gas grenades for field deployment.
Sincerely,
Dr.Connor" (The grenade can just look like a differenly colored smoke grenade.
Endings:
*Alien breathing apparatus:
* In the third paragraph. "It is some kind of respirator allowing the aliens to survive in our atmosphere, and possibly other atmospheres aswel. It is unlikely that sleeping gas will work, we should discontinue using it."
*Sleeping gas successfully applied: "Commander,
The reports of previous missions show that the sleeping gas is ineffective, despite being properly being applied. I also spoke to the crew, who confirmed what they wrote in the reports.(Some of them are rather terse about it.) Although I still think it was a good decision to try, I recommend discontinuing the idea, at least until we know more about alien physiology.
Sincerely,
Dr.Connor"
I hope that is in-character for Dr.Connor, of course, feel free to modify.