Archive through December 03, 2010

Star Fleet Universe Discussion Board: Star Fleet Battles: Star Fleet Battles Online: SFB Online Client: Programming Priorities (Bug Fixes & Enhancements): Archive through December 03, 2010
By Barry Kirk (Barrykirk) on Friday, May 14, 2010 - 06:31 pm: Edit

Peter,

We got a notice at work that using a proxy is a firing offense.

So the above solutions don't work for me...

By Paul Franz (Andromedan) on Wednesday, May 19, 2010 - 03:01 pm: Edit

Peter,
I looked at the options above and the Java-based solution requires around 1 to 2GB of downloads , 5 to 7 installations and the calendar is just part of a larger suite. (I am only looking for a calendar).

The Calendar Server seems to be Mac OS X only. At least that is what is seems like.

The Web Calendar seems to be the best option. I will need to check to see what is the requirement when it comes to URL/URI and see if it might require a separate domain or can be installed on the same domain as what I have.

By Xander Fulton (Dderidex) on Monday, June 07, 2010 - 04:47 pm: Edit

Suggestion for a change:

Currently, the 'covered piece' choice creates a grid over the piece that hides it, but it's still visible on the map. This seems like it would work pretty well for indicating a ship is cloaked, however...

...well, it completely removes the piece, not just covering it. This means that the facing of the unit underneath is unknown.

If it could actually 'cover' the unit (so the unit could still be seen), or in some way indicate facing, that would be pretty cool.

By Xander Fulton (Dderidex) on Thursday, June 10, 2010 - 12:58 am: Edit

Suggestion for change:

Timestamps in the log! Would be handy to be able to take a look at the running log and tell from a casual reading of it how long various events took to happen. (IE., how long was turn X, how long did EAF take on turn Y, etc)

By Barry Kirk (Barrykirk) on Sunday, June 13, 2010 - 09:15 am: Edit

I've been playing tholians lately in World league.

Here would be a feature that would be nice.

Every time you perform certain actions it automatically sets one or more timers for future events.

These timers would automatically announce to all players at the beginning of each impulse that they actuate.

1. Firing a web caster or snare sets two timers. One for when the web goes hard and the second for when it goes away.

2. Launching a shuttle, would set a timer for 8 impulses later that would let the players know that the shuttles/fighter is active for fire.

3. Announcing an ESG, would set two timers, one for when the ESG goes up and the second for when the ESG goes down. The second timer would be cancelled if the ESG goes down.

4. Launching a plasma torp or drone would set a timer for the impulse and turn that the torp or drone reaches the end of it's endurance. Removing that torp/drone would cancel the timer.

5. Firing a PPD would create a set of timers that would go off once per impulse while the PPD is firing. The number of timers created would depend on the overload level of the PPD. Obviously any timers for overload pulses should be hidden.

The other thing would be an extra field for items that would list the number of impulses that item has been on the board for...

Example, I launch a plasma, and it would show that it had been the board for 0 impulses.

Every impulse that number would be incremented.

By Ken Lin (Old_School) on Thursday, November 04, 2010 - 10:33 pm: Edit

Client suggestion:

When revealing plasma, make the client default to include revelaing the real/fake status. I regularly see mass confusion from this when the plasma player doesn't understand he actually *hasn't* revealed whether the plasma is real or fake.

By Paul Franz (Andromedan) on Friday, November 05, 2010 - 05:27 am: Edit

Ken,
An excellent suggestion. I will see what I can do.

By Ted Fay (Catwhoeatsphoto) on Friday, November 05, 2010 - 09:16 am: Edit

Something to consider for this request.

Sometimes you are revealing solely a plasma's target, such as when you ID the plasma in fleet battles. (Or rarely in tourney play.)

Suggest that default reveal is to reveal the target. Otherwise, you might reveal too much information accidentally.

If possible, you could default to "reveal fake/real" status for tourney play only? Fleet battles it's very common to only want to reveal target.

By Jonathan Biggar (Jonb) on Friday, November 05, 2010 - 02:13 pm: Edit

Tournament play does occasionally want "reveal target" too. Hydrans use it fairly often against plasma.

By Paul Franz (Andromedan) on Friday, November 05, 2010 - 05:41 pm: Edit

Hmm. How about if the plasma is in the same hex as the target auto-select the reveal fake/real? (i.e. an impact)

By Ken Lin (Old_School) on Friday, November 05, 2010 - 07:48 pm: Edit

Ooh, that sounds like a good solution...

By Carl-Magnus Carlsson (Hardcore) on Saturday, November 06, 2010 - 09:17 pm: Edit

Paul! The other Paul, Paul S, and his FFAC opponent had some problems sending save files to each other. Apparently PAul go his EA all right, but the client thought he was flying the same ship as his opponent, and he had to use WBS drone counters to simulate web:D

Also, if player A send a save file to player B, can the later see player A's info?

I think maybe there should be a secondary 'save' option to use when you want to send someone a save file over mail.

By Andrew J. Koch (Droid) on Sunday, November 07, 2010 - 09:02 am: Edit

Yes that has always been the case. It's not new.
If you get sent a save game, everything is fine except for the fact that you get your opponents expendables.

By Tony Moskowec (Teemo) on Saturday, November 27, 2010 - 03:35 pm: Edit

Hi Paul. Hopefully this is where I am supposed to post this. Ken Lin and I were attempting to start a tourney game last night but the client would not allow me to proceed past ship selection. It shows me the ship selection list but after I choose ship or click start game, it prompts me for a ship name to proceed. However, the space for ship name and starting hex are not present. We tried various actions to remedy this: updating the client, different player opening the room, and I even uninstalled then re-installed client, but to no avail. I also attempted to start a tourney game with somone else but got the same result. I was wondering if you know how to correct this problem? Thanks for your time.

By Paul Franz (Andromedan) on Saturday, November 27, 2010 - 07:36 pm: Edit

What OS are you running under?

By Tony Moskowec (Teemo) on Saturday, November 27, 2010 - 08:39 pm: Edit

Hi Paul. I'm running Windows XP. The problem just started Friday night but my client has been working relatively well for the last two months. Thanks for your time in this matter. Tony

By Paul Franz (Andromedan) on Saturday, November 27, 2010 - 10:56 pm: Edit

Tony,
What size is your screen?

Send a bug report to Andromedan _at_ sfbonline.com . Go to the "Help/Create Bug Report..." to create it.

I am wondering if it is a JVM issue or a screen size issue.

Note: Please post your screen size because that is not automatically included in the bug report.

By Tony Moskowec (Teemo) on Sunday, November 28, 2010 - 08:07 am: Edit

Thanks Paul. Problem solved. I updated Java and the issue resolved itself (for now I hope). Also want to thank Hardcore, who also speculated that Java may have been the problem. Carl mentioned it earlier tonight while I was in an SFB game and I forgot but once I saw the post here and the mention of JVM, I remembered and tried it. Gave it a whirl after and it seemed to work properly. Appreciate your time. Thanks to both of you and Kudos!

By Josh Driscol (Gfb) on Wednesday, December 01, 2010 - 10:28 pm: Edit

Yes auto reveal of all seeking weapons that are at there target range would be cool.

Also when casting web and firing drones ballistically(SP also) if target hex was a possible target where you specify the hex.

It would save alot of time in larger games if at least drones, plasma, and suicide shuttles revealed type and pseudo status automatically when ending in the targets hex. The only real problem i see is what if the owner of the drones moves his pieces first, then the target moves. The client could reveal the weapons information too early.

Even with that risk it would be a great improvement.

By Jonathan Biggar (Jonb) on Thursday, December 02, 2010 - 08:46 pm: Edit

Instead, add an "auto reveal" button that reveals seeking weapon targets, warhead, etc of the player that pushed the button for seeking weapons in the target's hex.

Not quite automatic, but avoids accidental revelations.

By Ken Burnside (Ken_Burnside) on Thursday, December 02, 2010 - 11:22 pm: Edit

I would really really like to be able to do the following:

A) Shift Click a series of hexes
B) Hit Ctrl C
C) Be able to hit Ctrl V to past the hex numbers into the "Target" area for web casters, subspace coagulators and mass drivers.

By Xander Fulton (Dderidex) on Friday, December 03, 2010 - 04:00 pm: Edit

Speaking of a 'wish list' item for 'reveal info'...

...number of impulses the torpedo has been out! Actually, this would be handier to have as a running piece of info on the counter.

Within a single turn, it's a quick calculation. Figuring out how long the torpedo has been out going over turn breaks is more of a headache.

I don't think I've played a game yet when I haven't been asked at least 3 or 4 times 'if the torpedo hits next impulse, what damage will it do?'

By Xander Fulton (Dderidex) on Friday, December 03, 2010 - 04:02 pm: Edit

Another wishlist item...

Cloak charts. The G13.14 chart, G13.15 chart, G13.33 list of modifiers, G13.36 damage modifiers, etc. Would be handy to have as a reference...currently, when playing/fighting cloaked ships, need to keep a printout of it handy.

By Ken Burnside (Ken_Burnside) on Friday, December 03, 2010 - 07:34 pm: Edit

Xander, cloak tables are on the client already.

By Carl-Magnus Carlsson (Hardcore) on Friday, December 03, 2010 - 08:42 pm: Edit

Easy to find too!

Administrator's Control Panel -- Board Moderators Only
Administer Page | Delete Conversation | Close Conversation | Move Conversation