Hey I noticed in the latest phase, that if you scroll down, past the grid you see a missile.
Goody! Since the missile QuailPilot noticed is still there, I guess this only works in future turns, right?
Yep, the missile has got lost somehow.
So yes, I should have been clear; I didn't go retroactively run the board cleanup routine on the game. On the next
phase change, those missiles should vanish. It shouldn't even need to wait for the turn. If they don't, let me know and I'll poke at it more.
Hm... I'm still pondering whether auto-point defense for turrets is a good idea or not. This will only work for missiles that are headed for the ship using point defense, right? Or do turrets auto-fire on any (enemy IFF?) missiles in range?
Hmm, oops. Now that you mention it, I may have forgotten to make sure the targets were only missiles. That said, here is how it works:
- The turret must have reserved fire. (Reserved Fire is automatically assumed during Combat Phase if there had been no valid turret targets)
- At the moment, the turret fires at the first enemy IFF missile it sees; it doesn't necessarily have to be coming in at the ship itself. I suppose self-defense should be the first priority. Shall I update this?
Will do. I just hope I don't run out of missiles anytime soon, else you'd have to patch some more in.
Replenishing missiles/hp/shields/chaffs/afterburners is way easier than adding ships themselves!
With so many things going on, that's hard to tell, but at least there were no explosions or any other possible "non-objects" at that time. Do missiles or chaff count as non-objects?
Well, at the moment, any child of the 'indicator' class would successfully go through. This means that missiles, ships, asteroids, flak, and explosions should all pass the 'object' check. This is likely coming up because a destroyed object has gone null instead of being replaced by an explosion or something. Does this usually happen after something blows up (or maybe when a missile has smashed into something?)
Maybe we (as beta testers) should keep track of our in-game orders, just in case something goes wrong.
Actually, knowing your orders (what you think you ordered) would help a lot with debugging since I can compare that vs. what the game thinks you ordered. I'd prefer, though, if we didn't spam this particular thread with that, so maybe we should open another thread for just order posting in the form of game/turn/phase: ship name: orders
Edit: On a side note, what do you guys think of the improved turn navigation system of Phase 5? Is it working for anyone? It isn't 100% done. When I next have time to code 'new' features, I'll add an 'update' button which would be the same as refreshing the turn selection list (in that it would run the engines if all orders are in) as well as an auto-countdown to do such a refresh automatically.