With a great deal of thanks to Tredrick and Silvereye for all their hard work, I am pleased to annuoce the release of version 2 of my Combat Sim. It can be downloaded from http://www.savefile.com/files/391670
I've made a number of fixes over the first version, but the biggest difference is that you can now select your ship and the weapons you wish to fire. So for example if you feel like unloading with all the weapons in the forward arc of a Bin'Tak (that's 8 in total) you can now see the list of them and select the order in which you would like them to fire. Handy for wearing down those interceptors before hitting with the big guns. Manual fire is still there for splitting fire as well "What-if" scenarios where you can test out what would happen if a weapon just had a few more AD or maybe some different traits.
Now, there are still a few things in there that I am going to be working on for coming releases and getting out as time permits. Here's a list of the things I can think of off the top of my head.
1. Adaptive Armour math is a little off. It doesn't quite work right when only 1 point of damage/crew is caused.
2. Special abilities for the Ancients like Thoughtforce and the Triumviron's extra AD ability aren't done.
3. A faster Random number generator.
4. Error handling. The thing will sometimes crash if you don't pick all the right data. need to deal with that better.
5. PDA version.
6. Make Boresighted weapons be included in the list of Forward arc weapons.
7. Allow splitting of AD in the weapons list.
8. Scout Redirect.
9. Space Stations.
Finally, there are a hell of a lot of ships in this game and there is bound to be one or two stat screw ups. If anyone notices something wrong, please post it here so I can correct the mistake. At some point all the data will be in a text file that can be easily edited if there is a mistake, but for now it is hard coded in the program. Hope you all enjoy.
I've made a number of fixes over the first version, but the biggest difference is that you can now select your ship and the weapons you wish to fire. So for example if you feel like unloading with all the weapons in the forward arc of a Bin'Tak (that's 8 in total) you can now see the list of them and select the order in which you would like them to fire. Handy for wearing down those interceptors before hitting with the big guns. Manual fire is still there for splitting fire as well "What-if" scenarios where you can test out what would happen if a weapon just had a few more AD or maybe some different traits.
Now, there are still a few things in there that I am going to be working on for coming releases and getting out as time permits. Here's a list of the things I can think of off the top of my head.
1. Adaptive Armour math is a little off. It doesn't quite work right when only 1 point of damage/crew is caused.
2. Special abilities for the Ancients like Thoughtforce and the Triumviron's extra AD ability aren't done.
3. A faster Random number generator.
4. Error handling. The thing will sometimes crash if you don't pick all the right data. need to deal with that better.
5. PDA version.
6. Make Boresighted weapons be included in the list of Forward arc weapons.
7. Allow splitting of AD in the weapons list.
8. Scout Redirect.
9. Space Stations.
Finally, there are a hell of a lot of ships in this game and there is bound to be one or two stat screw ups. If anyone notices something wrong, please post it here so I can correct the mistake. At some point all the data will be in a text file that can be easily edited if there is a mistake, but for now it is hard coded in the program. Hope you all enjoy.