For means of debugging, the real result (-1) would be more helpful - but aside from that, players should only see the lowest possible result (in this case, 1). That's how I always dealt with these situations in my own games.Also a rules question for ironduke:
I just had a roll of 1 come up, with a guidance of -2 (ff) therefore the roll was -1. I assume you want me to treat this as a 1, i.e. failed hit. In this scenario, shall I report the negative number, or just report a value of 1?
Good stuff! I can see you've been quite busy... Nice progress! I'd love to toy around with it right now, but I'll be away at least until Sunday. Well, at least I have something to look forward to!And, as a bonus, because I suddenly realized how stupidly easy it would be, ship pop-ups are NOW DRAGGABLE! This may solve some of our behavioural debate issues.
So let's either call that counter-intuitive or a great feature for now. I can probably see why you did it: You can drag around info screens and easily compare ship stats that way. Since no one else complained, it's probably just me.
A brief bug report:
In turn 12 CP, the Sabre could target Pack Leader Alpha with its particle cannons, but not with the mass driver cannons. I'd say it shouldn't be able to target the destroyer, so what's wrong with those particle cannons?
Definitely a bug. I'll look into it.In turn 12 EP, the Sabre's chaff pod count isn't reduced by one - maybe because the chaff didn't work? Not sure. It should still have 2 chaff pods remaining instead of 3 by now. (The 3 are still there in the following turns and phases.)
Um, sure. Do you want that rounded up or down? As it stands, I've only coded difficulties for the movement phase; at some point I'll try to throw in the calculated TR for hardest weapon during combat phase. You'll also notice the mouse tips aren't yet available for the latter two phases either.In turn 13 MP, the maneuver difficulty for the Ralatha is "7.5." I seriously think you should mathematically round these things...
Well again, I let this happen based on our previous discussion about what FF missiles should do. This is easy enough to change, just a single check in the can_target() function.In turn 13 CP, the Rapier is able to fire its HS missile at the Ralatha. Again, it's a question of whether we should allow this or not. In reality, you CAN fire your particle cannons or your HS missiles at a shielded destroyer, even though they won't get through its phase shields. But do we want players to waste reserve fire and projectiles? (Or maybe "rookie" pilots are allowed to do such things, but veterans and elites are not. Just kidding!)
Oops. Well, Kilrathi research has taken a huge leap apparently. I'll definitely work on a fix for that.In turn 15 MP, the report says "Torpedo smashes into Pack Leader Alpha! The Phase Shields Absorb the Hit." Really? ConFleet just called, they want their money back. So yeah, torps should be able to penetrate phase shields, last time I checked...
Hmm. Clearly evasive actions aren't working. I need a followup question answered though: in the phase 15 MP, could you give the Sabre a fresh movement order, or did it know it was staying put?Also, I tried a Burnout maneuver with the Sabre to evade the Rapier's HS in turn 14 EP. The Sabre was still at the same location in turn 15 MP, which leads me to believe it didn't work at all. I could also issue regular movement commands at turn 15 MP. (In other news, when I clicked on the Shelton slide as an evasive action in turn 14 EP, I couldn't select my 1st and 2nd turn directions.)
I'm open to suggestions on how you want dice rolls presented; I wrote them that way more for debug purposes, and I guess I left them in.In turn 15 CP, we have the math revolution of the day: "Bravo 1 fails to perform a shelton slide (2>=6)." Since, as we all know, 2 >= 6. I know where this comes from, but seeing it explained that way is still funny.
This is a 2 part answer:Unrelated: Since this is the second time I've noticed it, I'll just ask: Would it be very difficult to include a "New Speed" menu for the banking maneuver? I know you're supposed to enter your new speed at the regular movement tab, but whenever I want to bank, I first click on "bank," then select my direction, then remember that I have to set the speed on the regular movement tab and have to go back. Nothing dramatic, but it might be more comfortable to be able to set the new speed in both tabs... What do the others think?
So my interpretation was that the speed was fixed from the previous turn, and thus you couldn't select it. (Although in hindsight, we didn't play it that way by email). This would mean, technically, that you're reporting a bug (the speed value in the other tab is affecting something it shouldn't).Just like with any movement, you initiate a banking maneuver by moving the ship half of its current speed (round mathematically) in its old direction.
A ship-by-ship undo system may be possible, but I don't know if a global commands-issued-list is possible in the current framework. At the moment, 'orders' in the orders database are stored as an association by ship and by game/turn/phase, with no user association. I suppose I could just add one. Bring this up later, somewhere around Beta 1/2 era, and I can look into it.Unrelated, part II: We definitely need an "Undo" button in the full release! Okay, so an undo function will probably be way too complicated to include, but consider this: We still use the "Report orders to command" button, but there's another "Submit orders" button somewhere at the bottom of the screen (?). This would serve two purposes: We could revisit any orders we've already given (=undo), and we could just hit the "Submit" button if we don't want to do anything in this turn (i.e. keep maintaining speed and course, don't fire weapons etc.).
I'm aware this is something to be considered only once we have different players and pilots in the game...
Well, so much for the "brief" bug report... It's just too much fun to play around with game 2! Hope you don't mind my bickering, though... I'm really amazed with this playable version so far, and I'm looking forward to the end of October!
Doh! You're right, it's the range that made all the difference here. Forget what I said!This is because the particle cannons have an opportunity shot at the Pack Leader, but the Mass Driver cannons don't reach far enough.
Having now seen how this works in the game, I think it would be better to prevent players from wasting energy and/or projectiles.I can make ships unable to target phase shields when they can't hurt them, if you wish, but we had previously discussed that we wanted them targetable, but not damageable (see discussion above about if FF's will lock on phase shields even though they can't do anything about them).
Honestly, I was just teasing a little... I'd say round .5 and higher up, and anything else down. (I was tempted to say Math.round(), but this function probably doesn't exist in php... )Um, sure. Do you want that rounded up or down? As it stands, I've only coded difficulties for the movement phase; at some point I'll try to throw in the calculated TR for hardest weapon during combat phase. You'll also notice the mouse tips aren't yet available for the latter two phases either.
It's okay, we could just claim we were testing out shields from the WC3 era.Oops. Well, Kilrathi research has taken a huge leap apparently. I'll definitely work on a fix for that.
No, as I said, I could issue my regular movement orders in 15 MP. So the evasive action probably slipped through completely in that case. Looks like you got it fixed, but I couldn't test it yet.Hmm. Clearly evasive actions aren't working. I need a followup question answered though: in the phase 15 MP, could you give the Sabre a fresh movement order, or did it know it was staying put?
Yes, definitely leave them in - maybe you could use something along the lines of "difficulty: x, rolled: y" somewhere down the road.I'm open to suggestions on how you want dice rolls presented; I wrote them that way more for debug purposes, and I guess I left them in.
I guess you already answered your own question. Banking speed isn't set - "current speed" means whatever speed you have in this turn (not have had in the previous turn). Obviously, this is unclear in the manual...So my interpretation was that the speed was fixed from the previous turn, and thus you couldn't select it. (Although in hindsight, we didn't play it that way by email).
Well, I'd like to. Don't know about the rest, but we'll probably find out once we're in open beta.So, do we want banking to have a speed dial?