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    Alpha Test Game 5

    Okay: so I've fixed the LOS issues (I think). All of you can submit orders now. I am noticing a different problem, however. Your rear turret doesn't want to target someone independently of the front guns. Since they're technically AI guns, I believe we had discussed previously that you could...
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    Alpha Test Game 5

    Definitely the LOS algorithm, and no, looks like turrets weren't using the LOS. I haven't found the LOS bug yet, but I did enable the LOS algorithm for turrets. I bet your aft turret doesn't acquire the target now? (edit: checked for myself and confirmed. The LOS algorithm currently blocks...
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    Alpha Test Game 5

    Good catch. This is what I needed to find the problem. Not surprisingly, this is related to the new LOS checks. It may take a fair bit of back-and-forth for us to fully test this. (since I've travelled to visit my family over the holidays, I don't have access to my IDE, and as such, I couldn't...
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    Banking maneuver

    Well, I sent up the banking code, and the orders window for movement phase looks good. I won't know if it worked until someone tries to bank.
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    Banking maneuver

    All the banking update code is done, but I won't be around for the next day or so because of travel. As such, I'm holding off on uploading it to the game in case it breaks things. I'll post again here when it is actually live.
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    Banking maneuver

    So quick thought: like afterburn turning, should afterburn banking cost 2 squares per row moved port/starboard? Based on Ironduke's original post above, I interpret that as a no. Ironduke: What was your intention? Others: opinions? p.s. almost done with both features; hopefully I can roll...
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    Alpha Test Game 5

    Yeah, I figured that was the case, but this was faster to code. I'll make the adjustment sometime soon; it should just be a matter of excluding the final square of the for-loop iterating over candidate blocking squares.
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    Alpha Test Game 5

    Continuing with my roll-out of new features, I am happy to announce that line-of-sight has now been coded. I haven't had a chance to do any testing whatsoever of this algorithm, but at least it isn't giving any immediate run-time errors. At the moment, only the asteroids should block...
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    Alpha Test Game 5

    I've put into place the all-click interface that was up for vote a while back. We'll leave it in for a few turns and see what you guys think. Please feel free to provide feedback here, or in a new thread (or in the interface thread).
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    Banking maneuver

    Okay, I'm ressurecting a very old thread which is technically from pre WCTO(O) days and harkens back to the WCTO days... but this is suddenly relevant. I realized when seeing this that currently you can't bank more than 1, and you can't bank while afterburning!!! Do we want me to throw back...
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    Creating a computer-aided version of WCTO

    Yeah, that line is in v.14. I must have missed it on my most recent read through. I've updated missiles to use a 1d6 instead of a 1d12 vs threat. I've switched the damage function for ships from raw_damage back to take_damage (which means shields will be factored in). Let me know if I...
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    Alpha Test Game 5

    Yeah, this one is a bit marginal, but it will try to use the front guns. The algorithm I wrote to let you do point defense makes some approximations to try to simulate shooting at missiles passing by you... but it doesn't actually do what is more gameplay intuitive (which would be to actually...
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    Alpha Test Game 5

    Okay. Asteroid collision is now coded. There may be some changes, based on response from Ironduke over in the core coding thread. Additionally, this in no way reflects any line-of-sight code.... i.e. you can definitely still shoot through/past asteroids without any problems. that said, if you...
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    Creating a computer-aided version of WCTO

    Straightforward questions for Ironduke (hinting at what I'm currently working on ;) ): Should asteroid-ship collisions ignore shields? I would suspect the answer is yes... Can missiles flying through asteroid fields hit asteroids? If so: Does it use its guidance rating to avoid the...
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    Alpha Test Game 5

    Okay, it took some time, but I think I found the problem. Essentially, once one ship needed a target update, it would turn on a flag to get udpated... and then the for-loop would stay with that flag 'on'. (meaning all other ships would think they needed the same update even if they didn't) The...
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    Alpha Test Game 5

    There's a deep problem with my target carry forward verification routine. (I can't phrase it better than that, but that isn't 100% what it does). The previous turn seems to think that a bunch of ships are targeting Washout... both Zombie and Sivar's Fist are acting like they have a 1 turn...
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    Rules for Other Missile Types in TacOps

    Here are my programmability thoughts on each of these (as relates to WCTOO. Obviously it is easy to implement anything in pure WCTO, since it is run by a game master manually). Note that missiles are already their own database table, so any differences in range/damage/guidance are a piece of...
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    Alpha Test Game 5

    So somehow, Porcupine 2 had 2 identical commands submitted in the system. I'll have to email BabyfarkMcGeeZax to see if he got impatient and clicked too fast or something, so I can avoid this problem. that said, this is the first time we have a command duplication that is not directly because I...
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    Alpha Test Game 5

    This may be too late, but I'd just like to request (for testing purposes) that someone with an incoming missile releases a chaff (so I can verify my fix worked).
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    Alpha Test Game 5

    Sent him the usual threats/reminders to take a move soon.
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