Full Thrust Java test list -- June 2006
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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