Ah. I knew trigonometry would be useful for something.
(I actually enjoyed high school maths, I found it objective and quite easy compared to something subjective like English.)
Once again, great work! I'd like to help out, but it seems to be stuck at turn 28... I could issue firing orders for the Rapier, but it won't go on from there. Maybe someone actually blew up one of the fighters and the program doesn't yet know how to handle this?
I also haven't seen any reporting windows yet - I guess they only pop up once, seeing that the shield and hull points for each ship seem to be always the same during your current "infinite phases" setup.
Command 1 has moved forward with speed 1 and turns right 1. Bravo 6 has moved forward with speed 0 and maintains forward course. Bravo 6 successfully performed a barrel roll (10>=4). Rapier 1 has moved forward with speed 0 and maintains forward course.
Rapier 1 powers up their weapons.Firing with Particle Cannon using chain of 2 guns for 0 shots (2 reserved).Firing with Laser Cannon using chain of 2 guns for 0 shots (3 reserved).Bravo 6 powers up their weapons.Firing with Mass Driver Cannon using chain of 2 guns for 0 shots (3 reserved).
Is it intentional that the ship info screens' "roll out" event only works for the info screen itself, and not for the ship? (Um, meaning... If you point at a ship, the info screen will come up, but it will only close once you'ved moved the mouse over the info screen .) When I checked out each of the ships' stats, those info screens quickly cluttered the map.
It looks like it successfully skipped the Durango, *BUT* forgot to update the 'countdown to all orders in'.
The only ship with an orders button was the Rapier (I ordered it to fire all guns at the Ferret, with no reserve fire). Someone else has probably taken care of the Ferret before I got in...Was there ever an 'orders' window available for the Durango? I have code in place that is supposed to predict when no valid shots are available, and therefore skip a ship's order phase. It looks like it successfully skipped the Durango, *BUT* forgot to update the 'countdown to all orders in'. to verify this, I just need you to confirm Durango has always had no order available from the start of you playing with it.
Should these reports show at the top of the map? I've seen some white text flashing, but it's gone now, and I thought it was a debug feature or maybe a hickup in the code.I haven't window-ified the reporting yet. it is just an overlay at the top for the moment. Here are the last 2 reports:
Maybe I'm just too used to it, but I'd say it feels more natural to close the window as soon as you move the mouse out. Maybe hit the left mouse button if you want it to stay open - but as long as there's no drag and drop feature, it's rather strange to have two info screens overlapping. Also, as soon as there are more ships populating the map, it might get a pain in the backside.Yes, the 'close' condition is to move a mouse, already over a box, out of the box. I could instead put in a 'close' button (probably an X) or something else if everyone would prefer. Or I could very easily make the windows close as soon as you mouse off the ship.
Not sure if it has to do anything with the reserved fire, though...Warning: Invalid argument supplied for foreach() in /home/agespast/www/www/avacar/phase4/combat_phase_engine.php on line 41
At least in firefox 3.6.X I see the white text. What browser are you using?Should these reports show at the top of the map? I've seen some white text flashing, but it's gone now, and I thought it was a debug feature or maybe a hickup in the code.
Maybe I'm just too used to it, but I'd say it feels more natural to close the window as soon as you move the mouse out. Maybe hit the left mouse button if you want it to stay open - but as long as there's no drag and drop feature, it's rather strange to have two info screens overlapping. Also, as soon as there are more ships populating the map, it might get a pain in the backside.
(Anyway, as far as pre-release tests are concerned, I can certainly live with any version.)
Got this message after I ordered full reserved fire for both Rapier and Ferret:
Not sure if it has to do anything with the reserved fire, though...
[...]
Edit: Everything seems to be working again!
One more thing: I managed to pull off an Immelman turn at speed 0 with the Rapier. It's probably one of the manual errata I have to fix, but an Immelman shouldn't be possible at speed 0...
Chrome 5.0.X - but you're right, Firefox shows the text correctly.At least in firefox 3.6.X I see the white text. What browser are you using?
For now, yes. I'm not exactly sure if we're doing the Immelman turn justice, but I'm not really happy with the way it translates to WCTO anyway. (Seeing that you usually pull it off to turn around AND gain some height at the same time in "real life.")Sure; easy enough to do. Is speed 1 sufficient?
Yes, I was able to target one of the fighters with the Durango's AMG. But since the submit buttons aren't available right now, I couldn't do any harm.Also, I think, right now, if you bring the durango around to bear, it'll be able to Anti-Matter Cannon the fighters into oblivion as if the gun was a fighter's normal forward facing weapon.
The 'flash' you're seeing is the text being rendered first, then the other layers - the hex grid and the star background - being rendered over the top.Should these reports show at the top of the map? I've seen some white text flashing, but it's gone now, and I thought it was a debug feature or maybe a hickup in the code.
I wouldn't say 'correctly'. Perhaps 'as intended'. The problem is that there seems to be a gross discrepancy between the SubVersion code and what's on display in the Combat Alpha Demo page: I suspect that since the browsers are running in 'quirks mode', we're getting drastically different behaviour. In Trident, WebKit and KHTML, the reports text is 'behind' the background images, in Gecko and Presto, it is in front. Too, Trident is in such a quirky state that the ship windows are permanently open - no amount of mouse movement is getting them to disappear.Chrome 5.0.X - but you're right, Firefox shows the text correctly.
I've come across two oddities:
- the "turn" command for the Durango was missing in turn 37 (instead of the "continue left/right turn" option that used to be in there)
Hmm, clearly a problem. When you say 'couldn't fire' do you meant it didn't show up on the target list? Did other missiles have it show up? If the ferret WAS on the target list, did the missile just not 'fire' in the combat results report?- the Rapier couldn't fire a DF at the Ferret in turn 38, although it was 2 hexes away in front of me
Right; currently there is no shield recharge. If we kill off the ships, I can spawn new ones.Damage seems to work now. Not sure about shield recharge, since the end phase isn't done yet.
Well, as far as I remember, I did put in the board_cleanup routine. I can't remember how much i've put in it so far, but it eventually should kill off ships that fly off the map, and blow up ships that are dead.If you blow up the Ferret, will the game remove it from the map, or will it still be there with negative shield and hull values? (I didn't want to break anything, so I haven't tried out yet.)