Full Thrust Java test list -- January 2006

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Re: Definite FTJ fighter problems



On Jan 27, 2006, at 2:18 PM, Tony Christney wrote:

> 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.

That aspect is actually part of the FT rules. The manual fighter move  
before Ship move is part of the game. The CEF burn for "Aggressive  
Attack" is a nice automated translation for that rule in the FTF  
game. It does require you to commit your fighters to a specific  
attack a little earlier than in the FTF version (since you might opt  
not to do the CEF burn, or to change targets after you see the  
results of movement on the table), but this version of fighter  
movement is correct as it stands.

> Their orders do not make them autonomous enough to attack on their own
> in most cases. This may have been what happened.

I think the bug is somewhere else. I'm reasonably sure that orders  
for fighters in the movement phase were dropped, but can't be 100%  
sure - ordering 6-8 groups can get confusing, and one or two are easy  
to forget to click "Move to Mark" on. But when I can see the fighters  
move, and see their lock on a target ship, and then see they don't  
attack, I know there's something real going on.


> 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!

THis could be a nice option - and might be important if the UF-AFP  
becomes official fighter movement rules, I don't think this is the  
red-hot problem.
>
>

---

"It is well to remember that the entire universe, with one trifling  
exception, is composed of others." -- John Andrew Holmes








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