Talk:General Discussion/@comment-24677234-20140901033856/@comment-24677234-20140901141036

I'm not trying to make a big deal out of nothing here, but one thing I don't really appreciate is people making somewhat professional comments on things they don't really know. if this game is programmed with object-orientated programming paradigm (which is how most games are programmed these days), it takes THREE lines of code plus GUI design for it to have fleet S/L functions. Say the game is programmed in Java, then the first line will be initializing an array to save ships, like ships[] save = new ships[6]; second line will be storing corrent composition into the array, something like for(int i=0; i<save.size; i++) {save[i]=firstfleet[i];}, finally one line for loading a saved fleet, for(int i=0; i<save.size; i++) {firstfleet[i]=save[i];}.

If you still argue it's hard to code, show me your certificate in computer science and tell me which aspect of programming am I missing.