How about full ordering using priority, show the sitreps in the order the effects happen and give sitreps to mark the beginning of a phase?
No combat on system with visible adversaries
Moderator: Oberlus
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Always mention the exact version of FreeOrion you are testing.
When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Re: No combat on system with visible adversaries
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Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: No combat on system with visible adversaries
Priority is used to determine the order in which effects get executed. Unless we assign the different turn phases (like combat resolution, production and growth etc.) fixed priority levels where they get executed, we need an extra parameter determining the phase in which an effect gets executed.
Personally I'd prefer the latter. Priority to determine the order of execution of effects within a certain phase, and phase to determine when during turn execution an effect should happen.
I don't think that would be very user friendly. As a player I much prefer having sitreps sorted/grouped together by type.show the sitreps in the order the effects happen
What would the benefit of that for players? I can see where that might help with debugging, but as a player I don't care about technicalities like which effects get executed within which phase of turn execution...give sitreps to mark the beginning of a phase?
Re: No combat on system with visible adversaries
I had the sense that this (sitreps appearing already grouped by the implicit phases; and within each phase ordered by the time they happen) is already what we have, although maybe the phases are not ordered in the same way they are executed.
For example, researched techs always appear all together and before (say) combat information, and within combat phase, I see damaged and destroyed ship sitreps appearing mixed (obviously, a ship that gets destroyed after several shots does not appear in several damaged-ship sitreps and in one destroyed-ship sitrep but only in the latter).
Re: No combat on system with visible adversaries
Sitreps are currently grouped together by type, but I don't know how ordering of sitreps within one type is determined. The order of the types is determined by a config file (don't ask me which one though).