This also could be ramifications of any of the other many many changes I've made in the last month and a half. This could be a bug in the line-of-sight calculations, which are new. We also need to keep an eye out for any issues with combat orders not being what you ordered (due to the complete reworking of how I pass them around that was necessary to get flak orders to work).15CP: Shouldn't Dead Meat have a shot at Sivar's Fist? Can't give him orders for some reason. QuailPilot, you might want to see if Meat's on Sivar's Fist's list of valid targets too.
I know we had a discussion on the opportunity firing arcs back in Game 4, when Ironduke made this handy little image... https://www.wcnews.com/chatzone/attachments/opp-fire-gif.4933/
Will wait on giving orders for now.
In the log for the start of this turn it said:
Mike has failed to performed an immelman (4<6).
However Mike has appeared to have performed one anyway?
That one's explained by the rules. When an Immelman fails...p. 15: "Failure: Ship executes a normal turn to port (even result) or starboard (odd result) at its full Turn Rate." Since a Rapier has a turn rate of 3, it would make a 180 degree turn anyway. All that the Immelman would've done would've been to let him stay on the same hex when he turned around; you'll note that Mike has moved over two hexes from where he was, so he did indeed fail the maneuver.
I didn't realise that, that actually ends up working out better than what I planned!
On that note, a brief look ahead as you Game 5 people begin dropping off.15EP: Bye, QuailPilot. See you in Game 7.
I kicked it to process.15 EP: Game's reporting zero remaining transmissions for 15 EP, yet it has not advanced to 16 MP.
Is there any particular reason why processing couldn't be set to execute on (number of remaining transmissions < 1)? Just asking from a coding standpoint.