Let's throw some more fighters into game 2 and wait how many beta testers want to register before creating another game. I'd suggest something along these lines:
1-2x Epee
1x Rapier II
1-2x Drakhri
1x Broadsword
1x Gothri
Should give us enough opportunities to test various things and have fun...
I'll get on this in a minute, after I look at everything else here.
Oh, I've managed to get the Sabre and the Kamekh stuck again. Sorry 'bout that!
I thought that nifty feature from phase 5 might be working in 4 as well, but obviously, it isn't implemented yet.
Yeah, sorry about that. Believe it or not, while it is all cosmetics, there were some significant 'under-the-hood' changes from phase 4 to phase 5. None of them had to do with the game rules, but how the website itself displays the ships, and lays out the work was overhauled from what was created back in Phase 3. This isn't to say that any code was wasted in the past, only that I took what was a straight function, and turned it into more of a on-the-fly website script for use with ajax. Anyway, the point is, once I had done all that, it was much easier to build the mult-selector for overlapping ships directly into phase 5, and unfortunately, I would have to completely recode it to put it into the phase 4 branch. It'll have to be out of phase 4, so just try not to overlap the ships (or if you register a phase 5 account, I can make you pilot for debugging).
A couple of observations I've made until that point:
- Turn 39 CP: The Sabre was able to target an IR missile/torp on the Kamekh, but not on the Ralatha. (Did I miss something?)
Okay so it is out of IR range, but there was a bug in the code that had Torp's only having a range of 8 instead of 12. Fixed in phase 4.
- Turn 40 CP: I could lock on the IR at the Ralatha, but not the torp - this seems correct, as the Ralatha is outside of the torp's fire arc. (As opposed to turn 39...?)
Well see above about the range issue.. and yes, I made it so that missiles can't target missiles. I can change that, if you want...?
- Turn 41 MP: I noticed that banking is only possible across 1 hex. This is actually the way it is described in the 0.14 manual, but I remember having changed this during one of our last games. It's also in my internal "additions to the manual" file. According to the new banking rule, you'd be able to traverse more than 1 hex to the left or the right, as long as your fighter's turn rate allows for it. (So, 2 hexes for turn rate 2, 3 hexes for turn rate 3, always given that your speed is high enough.) This is not really a bug, since it's not yet in the manual, [...]
Yeah, I'm not a mind reader, especially over an ocean!
[...]but I'm wondering if we should include this in WCTOO.
Yeah, I can do it; it shouldn't take too much extra work, although it does add a whole new drop down option to the movement pre-engine. If you say 'go', I can get this coded in an hour or two of work.
Which leads me to another thought: Should we allow "homebrew rules" for specific games/scenarios? (Might make for a good testbed in the future...)
Well, at the moment, the game isn't built for this, per se, but I suppose I could segregate all the 'game code' files off into a directory, and put a game variable in the database that picks which 'rules' directory you read from. It could be doable. That said, you'd have to have someone (*sigh* probably me?) customize the game code modules for your 'homebrew' rules. Of course, I'm happy to open up the code to anyone who wants to mess with it.
Let's put this feature off, for now, until Beta 2 or Beta 3. Remind me then, if you're still interested in it. It shouldn't be hard, but I'd rather not move around core game files at this early stage of development (i.e. I'd rather not introduce one more potential red herring failure point when debugging core issues).
Okay, now let me go unstick those two ships, and also add a bunch more.