Ynot Squad Benchmark

By Ynot, in X-Wing

On 2/9/2017 at 4:52 PM, AwesomeJedi said:

Hey Ynot, could you do everyone a favor and give the TIE Strikers a crew and bomb slot?

"everyone"?

Thanks for this! I just solo'd an 8 Academy TIE swarm with PtL/Stealth/Auto Soontir Fel. :D

On 2/9/2017 at 11:29 AM, Ynot said:

If someone could come up with a list of what is missing I'd really appreciate it. There isn't an easy way to go through the code to find out.

Pattern Analyzer, for one. I know the console calls out that and Rigged Cargo Chute and Snap Shot and M9-G8 - out of ignorant curiosity, are those 4 things hard to implement or is it a time thing?

40 minutes ago, Bojanglez said:

Pattern Analyzer, for one. I know the console calls out that and Rigged Cargo Chute and Snap Shot and M9-G8 - out of ignorant curiosity, are those 4 things hard to implement or is it a time thing?

Both Snap Shot and Pattern Analyzer do things out of the normal timing of things. A rewrite of a good bit of it with timing portions separated is required. I'm just getting the hang of how he did all of this. He hadn't had a chance to add the timing options in before he abandoned the project so I'm left to implement that once I figure out how all the pieces fit together. I have figured a lot of it out but not all of it just yet. As I add things in and fix issues I am learning more and more about his code. I had to go through the upgcards.js file and fix a bunch of things that cause various other issues. I have to think about how I'm going to implement certain things to make sure they don't impact other things. I'll slowly get things done but I don't know when at this point. Adding in the new ships and the bulk of the upgrades is my priority right now.

Starkiller Base Pilot and the Upsilon-Class Shuttle is in the game now. The Coordinate Action isn't ready yet but at least you can test fly the new shuttle in a build.

Kudos good sir. Your efforts are greatly appreciated! :)

1 hour ago, Ynot said:

Both Snap Shot and Pattern Analyzer do things out of the normal timing of things. A rewrite of a good bit of it with timing portions separated is required. I'm just getting the hang of how he did all of this. He hadn't had a chance to add the timing options in before he abandoned the project so I'm left to implement that once I figure out how all the pieces fit together. I have figured a lot of it out but not all of it just yet. As I add things in and fix issues I am learning more and more about his code. I had to go through the upgcards.js file and fix a bunch of things that cause various other issues. I have to think about how I'm going to implement certain things to make sure they don't impact other things. I'll slowly get things done but I don't know when at this point. Adding in the new ships and the bulk of the upgrades is my priority right now.

Thank you so much for taking the time to explain that. Really, really appreciate what you're doing!

First off, congrats on the good work. Maintaining the squadron Benchmark is not a small task.

I have discovered an omission in the app: Bistan has not been implemented. He's fairly easy to simulate, so not a major issue.

Just don't ask what janky build I have cooking up that actually uses him :)

I was coming to this thread for same thing (edit: realized he's wave 10... Nevermind, get into list building and I don't think about what comes from where)

Ynot, I've got hundreds of dollars in new PC and XBox games, but right now I'm more absorbed in updates in the progress of the Revived Benchmark... Impressive, most impressive.

Edited by Lobokai

Just a few things I noticed today:

Conner net effects do not behave correctly. When a net is dropped on a ship before it activates no ion tokens are applied and the ship is not required to skip its action phase this turn. Subsequently, the ship hit with the conner net does not execute the white 1 straight ion maneuver next turn due to no ion tokens being applied in the previous turn.

The Shadowcaster has no indicator showing which quadrant the mobile arc is pointing at.

Half of Deathfire's ability is not functional. He is able to drop an action bomb before he moves but he should be able to drop a bomb after taking an action as well.

I greatly appreciate you taking up the mantle on this project. Being in IT myself (though not specialized in code) , I can't imagine this is easy!

Missing rebel TIE pilots?

Ynot is in the process of adding wave 10. So much of that is not yet implemented.

I know a large number of us use this utility, maybe donate to the cause?

Edited by Lobokai
On ‎10‎/‎02‎/‎2017 at 1:30 PM, Ynot said:

Dice are rolled using the random function of javascript. What browser and on what operating system are you running it on?

Turns out it was just a browser/OS issue as it's fine on other browsers.

Anothing thing noticed:

After attacking a ship (have only tested with Y-TLT) with Asajj and Shadow Caster title it adds a tracktor beam token and adds an option to move the defender. If I choose to place it on a rock, the ship does not move and the benchmark freezes - I can only click next and thus skip all other activaions during combat.

noted a second later - if I click on the defender, it moves to the right place (on the asteroid), but then again, I can only click NEXT.

I had some fun playing around last night but a few things seemed to not work: pattern analyzer didn't do anything or at least it wasn't obvious how to make it work. Also U wings had no title. So I could not get them to turn or have better than 1 agi.

I'll keep using it though it's a fun distraction.

Interesting... last night I was flying the U-Wing and Corran Horn.

U-Wing did a stop, it teleported across the map kind of like the ARC's used too.

Corran though, when I skipped his end phase double tap once, I could no longer execute that double tap for the rest of the game. Duplicated it on a second game as well. It showed the red targeting line, but it would not allow me to engage.

17 minutes ago, BlodVargarna said:

I had some fun playing around last night but a few things seemed to not work: pattern analyzer didn't do anything or at least it wasn't obvious how to make it work. Also U wings had no title. So I could not get them to turn or have better than 1 agi.

I'll keep using it though it's a fun distraction.

I don't believe that pattern analyzer has been implemented yet along with the upgrades from wave 10.

It doesn't appear to handle Dash correctly. If he lands on an asteroid, he can't shoot, even if he boosts or barrel rolls off.

On the other hand, if he doesn't land on one, but boosts or barrel rolls onto it, he still can shoot even though it shouldn't.

So it appears the program is deciding whether or not he shoots based on initial placement, not final placement.

Something else that happens randomly - Jumpmaster 5000 getting an extra green dice, without obstacles or any other reason being noted in the comments window.

Primed thrusters and vectored thrusters worked just fine.

Folks, there's in game documentation that PA don't work. There's multiple posts here that they don't work.

Just like its been said repeatedly that wave 10 isn't fully implemented yet

Edited by Lobokai

Nobody's complaining. Troubleshooting is good for the developer right?

1 minute ago, BlodVargarna said:

Nobody's complaining. Troubleshooting is good for the developer right?

So is reading three comments before your own.

The last entry was weeks ago, so old comments would be as worthless as your input to this thread.

Thanks for providing another meaningful exchange on the Internet and self identifying for my ignore list.

1 minute ago, BlodVargarna said:

The last entry was weeks ago, so old comments would be as worthless as your input to this thread.

Thanks for providing another meaningful exchange on the Internet and self identifying for my ignore list.

It was 3 days before yours. I'm out