Things are starting to come together. I have worked mostly on the two player test case. I ended up going after the initial fleet code.
Here is the JOAT w/IFE player (the warmonger posted previously is the other):
Note that JOAT gives all tech at 3, and IFE is good for +1. The fuel mizer is available, so the starting long range scout makes use of it (as well as the Rhino Scanner). I expect a bug, in that IT plus IFE and CE gives Prop 7, which can use Alpha 8. But for some reason, Stars! only gives the Long Hump 7. I'm not worried enough to change anything.
Note that we are not seeding the random generator, so player 1 is back at Marge :)
Thanks to John for adding in all the scanners. I had added the Bat Scanner in XML myself, but I wasn't looking forward hacking in all the others.
I also hacked up a quick tech browser in pure Tcl (using tdom to parse the XML):
Next step will be to add the tech readouts to this, and probably making it editable to enable quick fixes.
For the engine, the next step is scan. Then I will modify the tests to send the scout before the colony ship.
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