Yeah, this comes from the lack of a WCTOO manual vs. the WCTO manual.Am not sure with the "reserved refires" on opportunity fire. It's greyed out at "none", while it probably should be max-1. But then, I don't know how you treat it, so it could still work alright. Should I submit the orders for Cupcake?
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Well I can see why those messages might appear, but not how to solve them. It would mean an invalid order was put in somewhere and it can't find a target it thought it could. Did everyone shoot if they expected to?Sorry for the hold-up! Had quite a busy weekend myself... I turned in my orders for Tempest and saw the following after going back to game 5's turn list:
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I think we've seen this before in some of the earlier test games, but with all the bug fixes and code changes, it will be a good test none the less.I received the notice for 9EP at 2:20 AM and the game appears to be working fine. Interested to see what happens with Sivar's Fist this EP...have we ever had a situation where two missiles were fired at the same fighter at the same time?
Sorry for the hold-up! Had quite a busy weekend myself... I turned in my orders for Tempest and saw the following after going back to game 5's turn list:
Well, Tempest didn't shoot at Harm's Way, for obvious reasons... Could this have caused the problem?It would mean an invalid order was put in somewhere and it can't find a target it thought it could. Did everyone shoot if they expected to?
Yeah, this was a turn processing bug. These only happen when everyone has put in their orders, and only ever appear once. Keep copying them as you see them. Unfortunately I'm not sure what caused this one. I could probably replicate and correct it using my new debug tools though! (I may not for now, however, as this could also be a side effect of the manual database editing that was necessary for the other debugging that happened on this turn. I'll try a debug when this crops up on its own).I don't think it was a persistent issue, either - which is why I copied the text to the forum, just to be safe.
Huh... strange to see that, since it's a Jalkehi with turn rate 1. Unless I'm missing something again.Porcupine 2 takes evasive action.Porcupine 2 afterburns and turns starboard 3.
And this seems suspicious. Although it didn't have any effect here (because DFs are just 1 turn), could it mean that if I fled from a DF (with the same heading as me) and turned, would it turn after me and could possibly hit me?Dumb-Fire Missile chases after Boo'ya, going 12 and turns starboard 3.Dumb-Fire Missile chases after Porcupine 2, going 12 and turns starboard 3.
Hope you like the new missile reports saying where they fly. Looks like they need some hard returns, however.Had a better chance to sit down and look at the field report and compare what happened to the rules.
Yeah, this is an old issue. Honestly, I'll need Ironduke to chime in again. For now, all I can say is that the burnout code is currently programmed to fly 2/3 distance not 3/4. I no longer remember why I coded it this way, but that's clearly not what's in the rule book. I think this came out of a discussion about exactly the Sartha case. As such, expect a Rapier to go 9, not 10, etc. Ironduke, chime in please to confirm the v.15 rules say 2/3rds? Otherwise this is an easy fix for me to go back to 3/4, but I can't imagine I unilaterally changed it to 2/3 without having a discussion about it ~a year a go.First question: on Boo'ya's burnout...shouldn't he have moved nine hexes instead of eight before coming about? The rules say (on page 14) that a fighter successfully performing a burnout "moves three quarters of its afterburner speed in hexes (e.g. Sartha: 8 hexes, Rapier II: 10 hexes, Ferret: 11 hexes), then turns 180 degrees." A Drakhri has an afterburner speed of 12; three-quarters of that is nine. Incidentally, a Sartha also has an afterburner speed of twelve...
Rules say it shouldn't be a problem . That said, I can also say "haven't programmed it yet" if it is supposed to be an issue.I personally still have a problem with the idea of a fighter being able to "evade" through the exact same hex as the missile targeting it. Seems counter-intuitive. That's a rules issue, though.
Yeah, clearly an issue.Sivar's Fist legally should be twenty points up on his hull; chaff pod rules on page 9 say that the pod should've been able to spoof both missiles, and he got the rolls he needed for the spoofs (even accounting for the -1 roll modifier to spoof Dead Meat's side-arc shot). Sounds like the chaff pod handling code needs to be checked.
Odd. Fortunately all of these are now more debuggable using my new IDE. does a victory danceJust noticed that my FFs are still on the board, too. They're still in the same hexes from which they were launched.
Um, sure. I'm not going to straighten the DF's flight paths, although I will find out what they were chasing. I will likely manually return health to Sivar's fists after I debug what went wrong. I likely will not be forcing the FF's to fly, as that will have to be done manually at this point.I'll hold off on orders for the time being.
This might be a simple problem in that when I did the major update to the shelton slide/turn rate calculations for the movement phase, I might have forgotten to update/fix the end phase equivalent. I'm assuming the player was offered the chance to turn 3, and the way the game is coded, the checks are in the orders window, not in the turn processing. If the order got in, it would have been accepted as valid. I'm not going to reverse this (too much work) but I will see if I can fix the orders window before next end phase.Huh... strange to see that, since it's a Jalkehi with turn rate 1. Unless I'm missing something again.
It is like that movie where they could curve bullets! Clearly a DF should not be triggering the standard 'chase' algorithm. (In fact, I haven't coded it yet, but DFs are supposed to fly forward and potentially hit other targets on their path).And this seems suspicious. Although it didn't have any effect here (because DFs are just 1 turn), could it mean that if I fled from a DF (with the same heading as me) and turned, would it turn after me and could possibly hit me?
Hope you like the new missile reports saying where they fly. Looks like they need some hard returns, however.
Yeah, this is an old issue. Honestly, I'll need Ironduke to chime in again. For now, all I can say is that the burnout code is currently programmed to fly 2/3 distance not 3/4. I no longer remember why I coded it this way, but that's clearly not what's in the rule book. I think this came out of a discussion about exactly the Sartha case. As such, expect a Rapier to go 9, not 10, etc. Ironduke, chime in please to confirm the v.15 rules say 2/3rds? Otherwise this is an easy fix for me to go back to 3/4, but I can't imagine I unilaterally changed it to 2/3 without having a discussion about it ~a year a go.
capi3101 said:I don't want to sound like a jerk here, but what's up with Cupcake?