capi3101
Admiral
Welp, I ain't a'gittin' much done on the mod today. I forgot to copy off version 0.7.81 (latest version of the mod) from my home computer back onto my jump drive at the close of business last night - still only have 0.6.78 on my jump drive. Made a lot of changes in those last three builds...
I have been able to find a number of potential bugs this morning and write down the procedures for squashing them. For example, my Markers menu wasn't working properly; that just requires a really quick fix (say if you want to capture a transport or fighter). I realized Battle Damage cards and captured Pilot cards wouldn't work the way they're supposed to - that's a simple matter of removing specific player ownership of those cards. I also realized why the Kilrathi 1 Draw Luck Cards option wasn't included under the "Draft Luck Cards" menu option - simple typo on my part.
Two big things I can try to accomplish today - resizing the Ready Area (which should just require a larger new graphic) and figuring out how to seed Nav Point cards. If I can get that second one down and it's not too much work to replicate when I get back to the most up-to-date mod, I daresay the mod will be ready for a public alpha before the weekend is out.
First order of business when I get home: update the copy of the mod on my jump drive...
I have been able to find a number of potential bugs this morning and write down the procedures for squashing them. For example, my Markers menu wasn't working properly; that just requires a really quick fix (say if you want to capture a transport or fighter). I realized Battle Damage cards and captured Pilot cards wouldn't work the way they're supposed to - that's a simple matter of removing specific player ownership of those cards. I also realized why the Kilrathi 1 Draw Luck Cards option wasn't included under the "Draft Luck Cards" menu option - simple typo on my part.
Two big things I can try to accomplish today - resizing the Ready Area (which should just require a larger new graphic) and figuring out how to seed Nav Point cards. If I can get that second one down and it's not too much work to replicate when I get back to the most up-to-date mod, I daresay the mod will be ready for a public alpha before the weekend is out.
First order of business when I get home: update the copy of the mod on my jump drive...