No combat on system with visible adversaries

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Vacuum Dragon
Posts: 632
Joined: Tue Sep 30, 2014 10:01 am

Re: No combat on system with visible adversaries

#16 Post by Ophiuchus » Sat Jan 12, 2019 9:32 pm

Vezzra wrote:
Sat Jan 12, 2019 7:03 pm
em3 wrote:
Fri Jan 11, 2019 5:09 pm
Each phase has a Before and After events, that can be used to apply effects.
The order here is arbitrary, but should be shown in sitreps.
That's more or less what I've suggested in one of the past discussions about this issue, and IMO the best/only way to fix the problem correctly.
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?
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