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 Combat messages 
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Unread post Combat messages
I found this when I was trying to figure out what Cruncher was talking about, locking people up by spamming them with 1 fig.

If you are typing in fedcom when someone powers up against you, you see a message about it. Likewise if you are in the middle of typing a sector number on the command prompt. But if you type M and then the sector number, you do not immediately see the message about someone powering up.

If online auto-flee is on, when the actual attack comes you are kicked out of typing the sector number. Then you get the message about powering up, the damage done, and the fact that you auto-fled. You are placed back on the command prompt.

If online auto-flee is off, you see nothing. You remain at the prompt typing in a sector number. Only after you press enter, and accept or decline autopilot if it's not adjacent, do you see the messages about powering up and the result of the combat.

One other thing. I think I mentioned this before, in that thread where the OP thought you sometimes fled twice from an attack. Online or off, there is no message when someone attacks you but they destroy zero fighters. There should be.

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Fri Nov 04, 2011 12:25 pm
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Unread post Re: Combat messages
Any word on if this is getting fixed?


Mon Nov 07, 2011 8:14 pm
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Unread post Re: Combat messages
Which part, the behavior of notifications when you're at a prompt, or the lack of notification when zero figs are destroyed?

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Tue Nov 08, 2011 12:22 am
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Unread post Re: Combat messages
If I get it reproduced I will send it to you. I was at stardock wasn't typing a message or anything. Had no message come across as Spectre was powering up weapons. Boom I was dead. Comms were on and everything.


Tue Nov 08, 2011 6:13 am
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Unread post Re: Combat messages
There has been a long-standing bug that I even see myself now and then that causes your comms to stop showing until you do something. I am definitely trying to track it down and kill it. As far as I know, that has always happened, but it may be for a different reason today because I rewrote the way these events are processed, trying to solve that bug. If it happens more often, that's actually going to make it easier to finally catch and fix. It's almost impossible to fix a bug that happens once in a thousand tries. The fact that I'm seeing this bug myself at all is progress.

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Tue Nov 08, 2011 10:36 am
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Unread post Re: Combat messages
This one is 100% reproducible. Start typing a sector number at the command prompt, and you'll receive messages. Press M and start typing the sector number, and you won't receive messages until you get past that prompt (and the one that follows it, if the destination is not adjacent.)

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Tue Nov 08, 2011 5:30 pm
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Unread post Re: Combat messages
But that's not the bug. That's the "interactive sub-prompts" setting. If you want to see messages when you're at a sub-prompt, you can set that in the editors. But scripters use them to sit at something like an attack prompt and then wait for an event. Turning ISPs off means the player has to wait at a main prompt until an event, then start whatever command they want to do in response to the event. Also, there have been lots of exploits that come from getting most of the way through a command, but waiting on the last prompt until something happens, then finishing.

The bug I'm talking about is a bug where you just don't get any events, even if you're at the main prompt. It's rare, but it does happen.

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Tue Nov 08, 2011 6:39 pm
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Unread post Re: Combat messages
I can not understand why interactive sub-prompts was defaulted to off now.
Back in the day it was on and no toggle.

Later it was changed to (as they think) prevent fast attack scripts.
This was circumvented with Roger Wilco (voice program)
a corpie just tells you when to type the y ... hehehee

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Tue Nov 08, 2011 7:07 pm
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