Full Thrust Java test list -- January 2006
Re: Definite FTJ fighter problems
I noticed before that you had to manually move fighters to where you
expected
their target to be that turn if you wanted them to execute an attack
successfully.
Their orders do not make them autonomous enough to attack on their own
in most
cases. This may have been what happened.
It would be nice if a chase/evade algorithm was implemented for some
of the orders. Since I recently bought O'Reilly's AI For Game
Developers, which
covers this exact topic, I should just get down and do it!
Tony.
On 27-Jan-06, at 10:25 AM, Jon Davis wrote:
> Izenberg, Noam wrote:
>
>> textfilter: chose text/plain from a multipart/alternative
>>
>> I'm pretty sure there were a couple fighter bugs exposed in Game 914
>> (La Foudre Greve encounter), which was just concluded after af 21
>> turn hard fight (Great game, by the way!).
>>
>> I believe there were a few places were fighter groups were told to
>> move and did not, and were told to attack and did not.
>>
>> The biggest proof was a couple attacks of re-fuelled torpedo
>> fighters, which burned endurance to attack and were targeted by PDS,
>> but did not actually attack the ship. For torp fighters could it be
>> that FTJ doesn't allow the attack if they have <6 endurance? But for
>> other fighters, it looks like attack orders (and sometimes movement
>> orders) get lost from the movement half turn or betweenmovement and
>> combat.
>>
>>
>>
> Definitely sounds like bugs to me... I'll look at the game.
>
> Torpedo fighters should be able to attack, even if they're endurance
> drops to one. An attack drops their endurance to zero immediately.
>
> Jon
>
>
>
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