Full Thrust Java test list -- June 2006

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Re: Game 1000: Fighter Code Bug



I need to run through the server and debugger to determine why your 
fighters didn't
engage those targets.

The fighter code contains a number of AI response and reaction features 
that emulate
what the pilots would do in a combat situation and depending on the type 
of craft
they are piloting. Interceptor pilots are very aggressive when around 
enemy fighters.
Torpedo fighters.... not so much... :-)



Noam Izenberg wrote:
> 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
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