Full Thrust Java test list -- June 2006

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Game 1000: Fighter Code Bug



There's definitely something squirely with the fighter code.

I have several fighter groups in the Turn 6 combat of game 1000 that  
are not attacking the targets they were ordered to.

Orders for FG 1005 were:
         <FighterOrders id="1005">
             <Orders>Engage Fighters</Orders>
             <MoveTo x="31.3" y="25.3" heading="11"/>
             <SecondaryMovement value="true"/>
             <OnBoard value="false"/>
             <Target id="11204"/>
         </FighterOrders>

But that group is attacking target 12202.

Orders for FG 1002 were:
         <FighterOrders id="1002">
             <Orders>Engage Fighters</Orders>
             <MoveTo x="31.3" y="25.3" heading="12"/>
             <SecondaryMovement value="true"/>
             <OnBoard value="false"/>
             <Target id="11201"/>
         </FighterOrders>

but that group is _also_ attacking target 12202

Is this correctable on the server side?

One suggestion for the fighter code is allowing them to switch  
targets in the Combat orders phase as long as the new target is  
within the 6 mu attack radius.




---

?Freedom will cure most things.? Earnest Renan







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    roger@nospam.firedrake.org
    Generated: Fri Jun 30 01:07:34 GMT 2006