Supervisor -> (5/24/2002 1:39:08 AM)
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[QUOTE] I understand what you mean about this. The program is obviously checking the task force type before outputing the message rather than the ships. However, I have done more than a little programming myself and I would guess the reason is that checking each ship in a task force to see if it has mines or not is extra processing. Not much you might say, but once you go down that road of assuming an ever-increasing need to hand hold the user and double checking everything the user does to check if it is sensible, you slow the game down. So you have to decide on what is a reasonable level of common sense of the part of the user. In this case, assuming the user will put the right sort of ships in his task force is reasonable. [/QUOTE] You could set up a check-bit that is set to either true/false (minelay/no-minelay) depending on whether there is a minelay-capable ship in the TF. Thereafter, you would only have to check the TF when it is created or changed (due to transfer, damage, etc.). Then the message displayed would check the flag and print (or not print) the "will MINE" message. This will use a little processing time, so they will have to evaluate whether the extra processing is worth it. Now that I know what is happening, I can live with it either way. In a related vein, does the "will MINE" message show up if the minelayer is out of mines? If not, then they must be checking ammo status before printing/not-printing the message. Also, I have found that if you change the destination of a minelayer after it has left port, it will apparently NOT lay mines until it has returned to port and refueled/replenished (Japanese ML out of Shortland).
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