Full Thrust Java test list -- June 2006
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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Generated: Fri Jun 30 01:07:34 GMT 2006