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septikon's Issues

Implement Sensor Cabin

A special module that lets you get rid of an opponent’s BioDrone by turning it into any other resource. If there is an enemy BioDrone on your station (including the surface), you can move your Clone into this module, remove the BioDrone piece and place a unit of any resource of your choosing into corresponding accessible warehouse.

Add testing for victory conditions

In a battle situation, the party that loses the ability to efficiently resist must immediately surrender. It’s better to lose your position and Uranium than the station, your life and the ability to pay off to us your debts.

A player wins the game if the opponent can’t deal any damage to the player’s station, regardless of how many moves he makes .If neither player can deal damage the game is considered a draw.

The analytical department of Klondike Industries researched many possible situations in which two Septikon stations battle each other and put together a list of the most probable victory outcomes:

  1. The opponent loses all of his Clones and can’t make a move.
  2. The opponent loses access to all resources and has no ammo left.
  3. The opponent loses access to the battle zone and can’t restore it.
  4. The opponent loses access to the production zone, can’t restore it and all of his resources are exhausted.
  5. The opponent loses all of his Gunners and can’t produce new ones.

More complex situations are simply composites of these five scenarios. For example, some warehouses may become inaccessible because of damage taken, while others are empty, and the opponent’s Clones can’t make their way to the required squares

Spy does not trigger tiles

When spy (owned by player B, but espionaged by player A) lands on a tile owned by player B (laser, for instance) the tile should activate. it doesn't

server crash on clicking near the die

When starting a turn, several time now I have seen the server crash with NaN when clicking near the die to roll. I think it is a result of adding the spy check logic.

laser shoot own rocket out of the sky

if a rocket is in flight, firing a laser will destroy the rocket and damage the enemy tile. I think this indicates that the check for personnel/ordnance.owner is backward.

Fix Biodrone moving over clones

Per rule book:

During its turn, Each BioDrone located in the opponent’s station may (but does not have to) move a number of squares shown on the Random Number Generator. This movement is in addition to the movement ofaClone inyour station. BioDrones can’t move through your opponent’s Clones (or your own spies) and your opponent’s Clones can’t move through your BioDrones.

Implement espionage and Counterespionage

This is a biggie. In addition to the logic of having an opponent controlled clone in a player's base, the spy (the clone under espionage) can steal resources:

If, at the start of the turn, the spy is located in the Armory module or in the Lock near the opponent’s warehouses, you may steal one resource unit from this warehouse, before throwing the die, and move it to your own warehouse. However, this is only allowed if the warehouses for this resource type (both your warehouse and opponent’s one) are not blocked.

Implement Satellite Takeover

A radioelectronic weapon that lets you take over enemy
Satellites. If a Clone activates this module you may spend the
appropriate amount of resources and enemy Satellite located in line
of sight of your Gunner will become yours. If your Gunner has two
or more enemy satellites on his line of sight, you can take over any one
of them. Swap its token for your own.

Implement Nuclear Armory

This enables you to install a Nuclear Warhead on any of the Rockets located in your warehouse. A Rocket equipped with a Nuclear Warhead destroys 5 modules at once when it hits. One Damage token is placed on the module where the Rocket landed and one is placed on each of the four adjacent squares (above, below, to the right and left). If all your Rockets are blocked or You just don’t have any Rockets you can’t produce any Warheads. Nuclear Warheads that have been stopped in their flight do not detonate

Shield ordnance type

A defensive armament used to protect key direc-
tions. When a Clone finishes his move on this module the player
takes an Energy Shield token and places it away from the Gunner
in the direction of the opponent’s station at a distance shown
on the Random Number Generator (in squares). This token does
not move once placed.
If an Energy Shield token is located in the path of an oppo-
nent’s Rocket or BioDrone, its movement ends in this square,
and both the Energy Shield and the Rocket (or BioDrone) are
destroyed. The Energy Shield will also stop a laser shot, thus
protecting your station from damage.
In all situations, if the Energy Shield is destroyed and the player
has accessible Energy resources, he is obliged to lose one unit
of Energy and the Energy Shield will be restored at the same
location. Satellites are the exception — they destroy an Energy
Shield completely.

icons for personnel states

clones should be colored based on owner. Icons or badges could be used to indicate other states such as:

  • under espionage
  • armed (this could contain 0, 1, 2 or something to reflect the assortment of weapons.)
  • in future versions, "heroes" will come into play.

Implement Explosives

From the rules:

A BioDrone’s most terrible weapon. A moving BioDrone that has been armed with Explosives may leave a damage token on the square where it stood at the start of the turn. The player’s Clones can also use Explosives, but only in the most desperate situation. For example, if they need to contain an enemy landing party by blocking 1 module passages

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