capi3101
Admiral
I haven't been following the rules discussion, but what Ironduke has in that last picture is definitely 60°. The earlier pictures seem to have a wider arc.
Yeah, that makes sense now. Thanks for clarifying, Ironduke.
I haven't been following the rules discussion, but what Ironduke has in that last picture is definitely 60°. The earlier pictures seem to have a wider arc.
I can confirm that the game as coded would already consider this a pure 60° arc. As this is what I coded as a fix a few days ago, I consider that I don't need to reimplement again and that things are 'correct' now.Okay, so here's Opportunity Fire the way it's meant to be (ignoring actual gun range) - and by the way, it's the same fire arc torpedoes should be using. Not sure whether it's really 60°, but it doesn't look all that weird to me:
View attachment 4933
We've done it in the old, pure WCTO games, so I coded it that way. you can definitely chaff and evade if you want. That's what Sierra 1 did. Evasion = no movement this turn.Well...Sierra 1 evaded in 17EP, probably as a backup in case dropping the chaff pod failed. Are you supposed to be able to do that?
The way it is coded right now, the evasive action in EP phase is considered to be an early next-turn MP phase movement. Since that was a failed shelton slide, it is considered to have been turning movement, and you can't fire a DF against it. This goes back to Ironduke again; do you want me to change the way that works? It wouldn't be too hard to have the 'I turned "this turn" ' flag disappear for people that actually turned during an EP.The DF should be an option, as you're firing against an (effectively) stationary target; I've done that a couple of times myself this game. I mean, I've lobbed a DF at a target that had evaded the previous End Phase.
Okay...<flipping through rules />...page 8. "Only units that have not changed their course
during their Movement Phase (performing a straight or a Hard Brake maneuver), or units
within 2 hexes distance can be targeted!". Well, by definition Sierra1 didn't change his course in the movement phase, so yeah...he should definitely be a valid target.
You're out of missiles, dude.Wandering Soul is also not getting the option to fire a DF missile...which is odd, because Bravo1 should be a valid target due to range.
You're out of missiles, dude.
Definitely something that needs clarification in the next iteration of WCTO's manual. I'm writing these bits and pieces down to be compiled in v0.15 (or hopefully 0.2).The way it is coded right now, the evasive action in EP phase is considered to be an early next-turn MP phase movement. Since that was a failed shelton slide, it is considered to have been turning movement, and you can't fire a DF against it. This goes back to Ironduke again; do you want me to change the way that works? It wouldn't be too hard to have the 'I turned "this turn" ' flag disappear for people that actually turned during an EP.
I hope you're writing it down, because as you give me these rulings, I implement them immediately into WCTOO and there isn't really a record of it aside from the forum posts themselves!Definitely something that needs clarification in the next iteration of WCTO's manual. I'm writing these bits and pieces down to be compiled in v0.15 (or hopefully 0.2).
Okay, here's what I'm thinking: If someone takes an evasive maneuver during End Phase (and thus effectively didn't move during Movement Phase), he or she should be a valid target for a DF. You're meant to be a sitting duck after taking evasive maneuvers, after all.
Should have been green; if you recall I mentioned (I think in the other thread) that I finally got the end-phase reports formatted better. This is clearly a bug with that work.Also, in the Field Report, full tailing isn't highlighted, but a partially successful tailing ("getting a notion") is in yellow. Is that intended?
Yeah... you should be red now, and getting a message. I'm going to take over your ship for a bit to figure out what is going on, and then return it to you.Maybe it's too early in the morning for me, but since Zeta 2 has successfully tailed Sierra 1, and Sierra 1 already made his move, shouldn't I get something different in my Tailing Predictions than "None of your ships are tailing enemies?" Zeta 2 is still highlighted in orange
Well, I'm looking at the code, and it looks like I forgot to code in a 'you have pending tail information'. Hang tight and wait for ironduke to move and see if that changes.I'm also getting the "None of your ships are tailing enemies" message (while logged in, if that makes a difference).
What exactly is supposed to happen anyway? I've had a couple of successful tails in the past, but they were on my own fighters.
Will do.Well, I'm looking at the code, and it looks like I forgot to code in a 'you have pending tail information'. Hang tight and wait for ironduke to move and see if that changes.
Someone has to give up and move first.Will do.
Quick question...let's say you've got two players, each with two ships. The first player tails one of the second player's ships, while the other of the second player's ships tails the other of the first player's ships. What will happen in that situation? Obviously, both players will want to wait to get the other player's movement before issuing move orders for their own craft (particularly if they want to try to move the one craft to coordinate with the other).
Make your moves and, if possible, try tailing again next time.
It case it wasn't clear: none of you are getting any tailing information this turn.
Well, that's a bite.....
((($bearing_in_front_attacker <= 2) && ($bearing_in_front_attacker >= 358)) || (($this->angle == $tailtarget->angle) && ($bearing_behind_target >= 120)&&($bearing_behind_target <= 240))) {
So... it does go through a list, which is the order in which they got inserted into the database in the previous turn, which depends on the order in which the ships got processed. While It will almost never be consistent, you could probably assume that ti would be something like:If I understand the rules (and what's been implemented and what's not), there's a very high degree of likelihood that I'll be out of the game after this phase is over. So, I gotta ask: in what order will missile actions be resolved this turn? Is it completely random, or does the code iterate through a pre-defined list?