Shots from Mako to Odin were opportunity fire, which, if I understood your rules correctly, limits you to only using 1 refire. The game forcefully enforces this; when you try to make an opportunity shot, you'll notice the refire dropdown grey out (or maybe it sets to 1, I can't recall, but regardless it does give you a visual indication within the combat phase orders window if you're making an opportunity shot). I can make it more explicit if you want.Hm, Mako shouldn't have reserved any shots. I'm wondering where that came from...? It's right there in the field report.
Yep, that fatal error will hang it.Did the game hang? I submitted my turn half a day ago (being the last one to do so, according to the list) and I'm not sure it should take the engine so long to process the orders.
Good catch. I've found and fixed the problem. Also lead to, and found a few other undiscovered issues related to the above. Turn kicked over now.Getting this message at 1:42 PM 4/1/2012 when I try to access either Game 5 or Game 7:
Fatal error: Cannot access private property ship::$afterburner_speed in /home/agespast/www/www/avacar/phase5/combat_functions.php on line 34
Darn... Yeah, of course. Everything makes sense now.Shots from Mako to Odin were opportunity fire (...).
That'd be good. Just put an opportunity fire text next to the greyed out refires or something.I can make it more explicit if you want.
For shame! I probably forgot it over the course of the last few months...I'm surprised you haven't noticed this yet, its' been going on since the start of WCTOO.
Ask and you shall receive; I've tentatively coded in a UI improvement to the combat phase to reflect this. I'll let you guys tell me if this is obvious. (You'll only see a difference if you're making an opportunity shot).That'd be good. Just put an opportunity fire text next to the greyed out refires or something.
Well, I could probably code something, but I'd need ironduke to work out the rules/game mechanic specifics first. Keep this idea aside for now; I haven't finished coding in everything he had in the base rules, although we're close, but I can consider "new" features like this only once we're through the initial list.Hm. That missile raised an idea - is it practical to code in a Seether-style "ride the shockwave" move to get extra distance from an afterburn started from the same hex as an unexploded missile or mine? Thinking evasion phase, or the rare instance like Odin is in, or of course mines.
Hummungus, great suggestion. "Soon" once we're done debugging the current game issues, I plan to move it on to the Phase 6 development. My first goal will be a map editor, but my second goal will be to code in all the user interface suggestions you guys have been collecting. To avoid your 'cons' we could have it wait until all your ships that need tailing are in (although we might have problems if we've daisy-chained tailing in a big circle or something). Anyway, I'm sure there is a solution, keep thinking on it, and I can definitely implement something like what you are suggesting, but it isn't a high short term priority, so remind me of it later if I don't get back to it!I'm sorry about the massive delay just now. I sent orders for other ships and waited with Cupcake for tailing results and kind of forgot all about it...
So, a suggestion: The system could send messages when a ship tailed by the player's ship sent it's movement orders, to prevent situations like this.
Pros: It reminds the tailing player that he should (probably) move his ship
Cons: It can lead to spamming with a lot of ships.