So, Encounters have been getting the best of me.. took a much needed 2 day break, working on leveling my Jedi Sage.. I needed the break.. SO today, I got back at it.. First up, was allowing manual selection of which ship you wanted to try to board.. and i realized, I need to be able to allow you to try to tap a ship to select it on this.. thats for later though. 

So, we now issue an order to board a ship.. Once you engage that first round of combat, that ship is out of action. Its going to sit there and prepare to board the enemy if you can.. Now.. After some snafus with the way I was setting the target ID of the ship to be boarded, I think I have it.. Once you select a target to board, your ships will completely ignore that target from that point on.. Its still going to shoot at you, but if you shoot at it and sink it, when you intend to board, what good does that do.. 

So.. whether auto attacking or manually attacking, your ships will not fire at all on the ship you want to board.. Now.. to do that though, I had to completely rework how your ships selected their targets.. That was an utter pain in my @#$@!!! But its done, and it works, and I REFUSE to touch that piece of code again… 

So now we have our combat encounters with multiple different outcomes that have to be evaluated.. Right now, im up to four..

 

  • Some of your ships fled, the rest sank.. 
  • All of your ships sank.. (aka you suck)
  • All the enemy has been sunk… 
  • All the enemy but the ship you wanted to board has been sunk.. 

 

So next is going to be building on those.. SO combat is this massive 3000+ lines of code with all sorts of loops and nests.. well, i dont know whether to call them loops and nests, or gigantic intricately knotted and tangled labyrinths of logic.. But again.. it works! So I refuse to touch it!  ……. until I have to… tomorrow.. 

Right now this is all fleet to fleet… I had, *keyword HAD* other types of encounters planned for this.. And as much as I want to say hell no, it works, leave it alone, I’m going to go back and add in the other encounter types.. I think I’m just going to encapsulate a lot of this into a case / switch type of deal.. reuse what I can of course.. but for the other encounter types, just kind of isolate this from them.. 

 

Still to do:   

 

  • Handle dumping cargo overboard…
  • Some kind of random fleet generation..
  • Handle the back button in all its different areas it could be hit… 

 

The list is getting smaller.. and these posts help actually help ME track where I’m at and what I need to do.. As I write these, i’m using them as a kind of ToDo list.. 

Tomorrows big project is going to be working on the fishing system.. thats a new system im adding where I shut the laptop down.. put worms in the car.. fishing poles and tacklebox is already in the trunk.. put the convertible top down.. and go find me a nice technology free puddle of water to drown worms in.. and if a damned fish has the nerve to interupt my relaxation, I’m going to beat it with a big stick… 

After that of course, I’ll work on the dumping cargo.. that should be relatively simple to do.. and will provide a good tactic to not get your fleet completely blown out of the water.. Just make sure you know what inventory is on what ship, and where.. You dont wanna go dumping crates of gemstones into the ocean.. ;)   Or maybe you do…

Ahhh.. More ToDo’s while I’m thinking about this… spoilage is off right now.. the basis is there for perishable cargo to spoil, but im ignoring it.. I do however need to get it implemented so theres a chance your ships cargo is inspected for illegal goods when you dock..

Note to self… must work on that and not forget.. 

Well, time to go read another couple chapters of this Star Trek book.. and then crash.. and maybe take the laptop and go out to breakfast.. hmmmm…