Ynot Squad Benchmark

By Ynot, in X-Wing

hey Ynot when are you going to add named pilots for the new ships (Upsilon mostly) also is there some way to add a confirmation or undo to stuff, i misclick a lot and it's infuriating when i am forced to attack or move out of order because i clicked the wrong ship

Fleet Officer is an option, but doesn't show up in game play. Also it doesn't let me TL with the Upsilon. Only Focus. Great work so far!

20 hours ago, mad mandolorian said:

hey Ynot when are you going to add named pilots for the new ships (Upsilon mostly) also is there some way to add a confirmation or undo to stuff, i misclick a lot and it's infuriating when i am forced to attack or move out of order because i clicked the wrong ship

Hopefully I'll have some time this weekend to work on it.

19 hours ago, Tbetts94 said:

Fleet Officer is an option, but doesn't show up in game play. Also it doesn't let me TL with the Upsilon. Only Focus. Great work so far!

What OS and Browser are you using? Fleet Officer and Upsilon TL work fine on Firefox and Chrome in Windows and Linux.

22 hours ago, Chaotix said:

I'm very intereseted in how this is developed. Any chance of sharing the code or telling me how I might view it on github? I'm a software developer myself, (specifically Internet technologies like jquery, javascript, etc) so this interests me a lot.

The code is already shared. Just go to github and search me up - ynot6517. This should be your cup of tea then as it all seems to be jquery, javascript and css for the most part.

15 minutes ago, Ynot said:

The code is already shared. Just go to github and search me up - ynot6517. This should be your cup of tea then as it all seems to be jquery, javascript and css for the most part.

This is great! Going over it now. A data path map of some sort would help lol - Not sure where the entry points and such are yet but looks pretty good - amazing all this work went into this! Thanks for recovering it. Pilots and upgrades are pretty crazy how they are defined, but I can see why it's like that. Thanks!

Is there any possibility of it becoming a two player game, either through hot seat or online?

37 minutes ago, BlodVargarna said:

Is there any possibility of it becoming a two player game, either through hot seat or online?

Change the player from computer to human and you could kinda play hot seat

1 hour ago, BlodVargarna said:

Is there any possibility of it becoming a two player game, either through hot seat or online?

Not at this time. Vassal already does this. The other issue is that it would require some sort of server to either find each other or to play on and I have no plans on working on any of that.

Socket.io or Isogenic's Game Engine may help with this, but it's a large undertaking. Let's work out the bugs and add all of Wave 10 first :P

Also, when you get into multiplayer, you're skirting the edge of encroaching on FFG's copyright. It's why the developer of Vassal doesn't have the Pilot and Upgrade card text on them (as I understand it anyways).

I've taken a look at the code, with the intention of helping out with bug fixes. It looks like you've inherited a bit of a mess :) !

So far, I've got a feel for the source layout, and got debugging working, but there's a few gotchas it might be worth changing, or at least documenting (e.g. Bench.js is out of date (and infinite looping) compared to bench.min.js).

is it worth setting up a separate space to chat about the Dev side of things?

I wouldn't want to these changes without your agreement - you might feel differently, or see things I haven't considered as you know the code better.

5 minutes ago, Tannerd said:

I've taken a look at the code, with the intention of helping out with bug fixes. It looks like you've inherited a bit of a mess :) !

So far, I've got a feel for the source layout, and got debugging working, but there's a few gotchas it might be worth changing, or at least documenting (e.g. Bench.js is out of date (and infinite looping) compared to bench.min.js).

is it worth setting up a separate space to chat about the Dev side of things?

I wouldn't want to these changes without your agreement - you might feel differently, or see things I haven't considered as you know the code better.

bench.js is the uncompressed(minimized) version of bench.min.js but isn't used now so it could be removed. Check the Makefile in the src directory.

I'd appreciate any help I can get at this point. I'd prefer it if everyone who wanted to help, and would be willing to be part of a closed facebook group, could send me their contact info in a PM here so I can add you to the group I will be setting up.

4 minutes ago, Ynot said:

bench.js is the uncompressed(minimized) version of bench.min.js but isn't used now so it could be removed. Check the Makefile in the src directory.

I'd appreciate any help I can get at this point. I'd prefer it if everyone who wanted to help, and would be willing to be part of a closed facebook group, could send me their contact info in a PM here so I can add you to the group I will be setting up.

Yep, figured that - I was flipping index.html to point to it as it makes debugging a lot easier. Ideally it'd point to the original src files for debug, so editing can take effect without running make again. And I'm not sure that you'd want to commit the minimised bench each time you make...

I found a bug today (noticed it long time ago but today im able to give you repro steps):

-create new squad on slot 1

-get some unique stuff there

-create new squad on slot 2

-now you are unable to get same uniques in squad 2, both as crew and pilot.

Workaroud:

-create squad on slot 1.

-get into game for a squad to save

-get back to "main menu"

-build desired squad on slot 2

-choose the saved squad to slot 1 from the list.

Plus somehow i managed to lock Corran from double tapping whole game once today.

Edited by Vitalis
7 hours ago, Vitalis said:

I found a bug today (noticed it long time ago but today im able to give you repro steps):

-create new squad on slot 1

-get some unique stuff there

-create new squad on slot 2

-now you are unable to get same uniques in squad 2, both as crew and pilot.

Workaroud:

-create squad on slot 1.

-get into game for a squad to save

-get back to "main menu"

-build desired squad on slot 2

-choose the saved squad to slot 1 from the list.

Plus somehow i managed to lock Corran from double tapping whole game once today.

I know about these but they are low on the list right now since you can work around it. I'm starting to get some offers of help so we'll see what happens. If I have enough capable folks helping out I'll be able to divide the work up and assign tasks to individuals. This should improve the development speed and reduce bug fix time as well.

Again, anyone that knows some javascript or css or even anything else they think might help, and would like to help out, can PM me here and I'll provide further details. I've created a private facebook group where we will be discussing development and bug fixing.

Hey found a bug where when using the shadow caster title against a small ship with the same PS and moving it, that the combat phase wouldn't move on, might have to do with how same PS combat turns work in the code or might not have to do with PS at all, hope this helps!

cheers, and good luck with the bugs

3 hours ago, Zehl34 said:

Hey found a bug where when using the shadow caster title against a small ship with the same PS and moving it, that the combat phase wouldn't move on, might have to do with how same PS combat turns work in the code or might not have to do with PS at all, hope this helps!

cheers, and good luck with the bugs

Try clicking on some of the other ships. Any time something interrupts an attack, it doesn't automatically continue. You click on the ship that has the opportunity or whatever and then it should show you some options to move things forward.

On my wishlist:

- a "Back" button that lets you change which action you're going to do, or which ship you want to fire upon or TL

- a "Skip" button that isn't so close to the options

- a list where you could select a layout where the rocks have already been positioned (corners, a doughnut, an X, etc.) Let's just say I'm lazy and I don't like placing rocks!

5 hours ago, Ynot said:

Try clicking on some of the other ships. Any time something interrupts an attack, it doesn't automatically continue. You click on the ship that has the opportunity or whatever and then it should show you some options to move things forward.

It's working fine now actually, so not sure why it was happening, I tried clicking on everything at the time to no avail but I can't reproduce the error again so must've been a one time thing or something, thanks for the quick reply though! :)

3 hours ago, Zehl34 said:

It's working fine now actually, so not sure why it was happening, I tried clicking on everything at the time to no avail but I can't reproduce the error again so must've been a one time thing or something, thanks for the quick reply though! :)

Happens to me all the time - the whole combat phase freezes, even when clicking back on the ship which is due to go next. Happens not just with Shadow Caster title, but with Ketsu ability and when tractoring from a Tie D defender with a tractor cannon.

You can manually advance phases, just FYI as a temporary work around

Just wondering if and possibly when:

Inspiring Recruit, and General Hux will be available?

Also noticed that if I tractor beam an enemy ship that is touching another ship of mine away from base to base contact, the ship that was touching the ship I tractor beamed off was not allowed to shoot.

Situation: Fenn ran into my Upsilon shuttle, Yorr shot at Fenn and tractor beamed him away in arc and range 1 of the Upsilon shuttle. It came time for the Upsilon shuttle to shoot but it only gave me the (skip) option

9 hours ago, atkrull said:

Just wondering if and possibly when:

Inspiring Recruit, and General Hux will be available?

Also noticed that if I tractor beam an enemy ship that is touching another ship of mine away from base to base contact, the ship that was touching the ship I tractor beamed off was not allowed to shoot.

Situation: Fenn ran into my Upsilon shuttle, Yorr shot at Fenn and tractor beamed him away in arc and range 1 of the Upsilon shuttle. It came time for the Upsilon shuttle to shoot but it only gave me the (skip) option

I know about the tractor beam issue - it has to do with when the ship determines if it can shoot at something. Fixing this is part of the timing rewrite.

Hopefully we'll get more time this weekend to work on this.

We're working a bit in the background right now to clean things up. tannerd has been a huge help so far. We are starting to build a team to maintain this thing.

To be considered when you eventually get the chance - Equipping Mist Hunter + tractor beam does not provide a G1A Starfighter with a barrel roll as it is supposed to.

Is there any way to give initiative in the simulator?

Found the answer one page back.... No.

If there is a simple way to add this I think it helps the sim a lot. Didnt the original give any tied initiative to squad 1? That could be an easy solution.

Edited by Ohnoeszz
Haste