Full Thrust Java test list -- July 2006
Re: Game 1000: Fighter Code Bug
Noam,
I ran the turn through the Eclipse debugger to see what was happened with
your fighter groups.
FG 1005 was given orders to attack FG 11204, but after the first movement
phase, FG 11204 was not in range of that target, but three other fighter
targets were available. Based on its available information, it decided
to engage FG 11202.
Fighters are handled simultaneously to the best of the program's ability,
but reactions are cycled through multiple times to reflect the intelligent
capabilities of their pilots.
Jon
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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