From: Ali I. <aha...@ho...> - 2004-08-22 01:20:29
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Hi, I have addressed some of the bugs in #1003736. I cleaned up the neutrality violation messages for 4th edition. I also changed the logic at the end of battles to reflect the change in 4th edition allowing defending planes to land in any adjacent territory if their carrier is lost in combat (in 2nd edition planes could only land in an island in the sea zone). If there are multiple adjacent territories to the sea zone it pops up a dialog asking for the territory to land the plane in. I tested my changes as much as possible and they are checked in to CVS. I will keep working on these game play bugs. Next up is allowing users to choose where battleships bombard if at all (my current thinking is between the combat move and combat phases to cycle through each battleship adjacent to a battle and query the user if it should bombard and where), and following that finding a solution for the incorrect logic determining whether planes can land when carriers are involved. One general organization note is that I think it would be a good idea to tag the codebase for each release (using cvs tag). This will allow us to easily revert to a release version to check out bugs and figure out the differences between releases. By the way does anyone know where the code that loads the last saved game and can cause the unsightly exception when TripleA loads? I can't only find the code that loads the last game type (classic, 4th edition, etc.). Regards, Ali Ibrahim |
From: Sean B. <sbr...@ya...> - 2004-08-23 14:05:24
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Its good to hear your back. > I will keep working on these game play bugs. Next up > is allowing users > to choose where battleships bombard if at all (my > current thinking is > between the combat move and combat phases to cycle > through each > battleship adjacent to a battle and query the user > if it should bombard > and where) I think it will be ok to do it in combat phase. When the user selects a battle, you can pop up a dialog asking him if the batteship in territory X should bombard. If there are more than one battleships a pop up will come up asking how many (if the battleships have different movement values you can either split the battle ships up by movement, or simply take the battleships with the lowest movement first). In the rare case that there are two adjacent territories with battleships then it should be ok to pop up two different dialoges. > > One general organization note is that I think it > would be a good idea to > tag the codebase for each release (using cvs tag). > This will allow us to > easily revert to a release version to check out bugs > and figure out the > differences between releases. > That is a good idea. Nekro, can you do that with the next release. > By the way does anyone know where the code that > loads the last saved > game and can cause the unsightly exception when > TripleA loads? I can't > only find the code that loads the last game type > (classic, 4th edition, > etc.). > I think fixed that bug in cvs before I left. Sean |
From: Dave S. <dsa...@st...> - 2004-08-23 15:47:18
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>>I will keep working on these game play bugs. Next up >>is allowing users >>to choose where battleships bombard if at all (my >>current thinking is >>between the combat move and combat phases to cycle >>through each >>battleship adjacent to a battle and query the user >>if it should bombard >>and where) >> >> > > I'm coming at this, not having looked at the code much, just from playing the game, but is it possible to have the ship actually "move" to the land space in the case of combat? Thinking about the game, you always move the battleships or destroyers to the battleboard before you roll (at least I do..) D |
From: Ali I. <aha...@ho...> - 2004-08-28 01:42:29
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Hi, Comments inline >I think it will be ok to do it in combat phase. When >the user selects a battle, you can pop up a dialog >asking him if the batteship in territory X should >bombard. If there are more than one battleships a pop >up will come up asking how many (if the battleships >have different movement values you can either split >the battle ships up by movement, or simply take the >battleships with the lowest movement first). In the >rare case that there are two adjacent territories with >battleships then it should be ok to pop up two >different dialoges. > > This is a good idea, however, it is more in keeping with the rules to decide bombardment for all battles before any battle occurs, although it would be rare that it would matter. I was planning on just popping up a dialog for each battleship once the combat turn begins with a message like: Would you like to bombard <territory> with <unit name> with <number> movement points left in <territory>? while centering the map on the territory the unit was in. I will check land spaces as well in case someone would like to add a land bombardment unit in the future. > > >>One general organization note is that I think it >>would be a good idea to >>tag the codebase for each release (using cvs tag). >>This will allow us to >>easily revert to a release version to check out bugs >>and figure out the >>differences between releases. >> >> >> > >That is a good idea. Nekro, can you do that with the >next release. > > > Hey George (Nekro), did you tag the latest unstable release? It is really helpful to be able to revert old versions for bug replication and to figure out differences between releases. Regards, Ali Ibrahim |