Forged Alliance Forever Forged Alliance Forever Forums 2012-01-20T03:14:59+02:00 /feed.php?f=11&t=353 2012-01-20T03:14:59+02:00 2012-01-20T03:14:59+02:00 /viewtopic.php?t=353&p=5238#p5238 <![CDATA[Re: Fix T1Pd Hitbox]]> Statistics: Posted by IceDreamer — 20 Jan 2012, 03:14


]]>
2012-01-19T13:37:09+02:00 2012-01-19T13:37:09+02:00 /viewtopic.php?t=353&p=5229#p5229 <![CDATA[Re: Fix T1Pd Hitbox]]>
Anaryl wrote:
Vault54 was on GPGnet last night I'm sure you could ask him in person.

In fact he is there right now.

In fact

Code:
    },
    SelectionSizeX = 0.55,
    SelectionSizeZ = 0.55,
    SelectionThickness = 0.71,
    SizeX = 1, <--- (from 0.5)
    SizeY = 1.5, <--- (from 0.75)
    SizeZ = 1, <--- (from 0.5)
    StrategicIconName = 'icon_structure1_directfire',
    StrategicIconSortPriority = 205,
    Veteran = {
        Level1 = 6,
        Level2 = 12,
        Level3 = 18,
        Level4 = 24,
        Level5 = 30,
    },


is his change. This is fairly simple stuff.

However he advised me that this change does diminish the effectiveness of the walls protection & that raising the walls does cause the bug to reappear.


you could change the targeted bones of the pd maybe (I cant have a look at it right now...) Maybe t1 pds have several bones (they have because they can yaw). And if only the lowest bones are attacked shoots will more often hit the wall. Could be at least.

Statistics: Posted by Kryo — 19 Jan 2012, 13:37


]]>
2012-01-19T01:47:33+02:00 2012-01-19T01:47:33+02:00 /viewtopic.php?t=353&p=5205#p5205 <![CDATA[Re: Fix T1Pd Hitbox]]>
Could it be... ?

PMing him on GPGnet Forums in case he is still around, and will begin scouring the mod for his fix.

He suggests that this is a problem with the PD not the walls, so I will start there.

@Funkoff: This Diamond mod contains a HUGE number of big-fixes, some of which you have clearly used. Are there any more that you can implement?

Statistics: Posted by IceDreamer — 19 Jan 2012, 01:47


]]>
2012-01-17T01:59:17+02:00 2012-01-17T01:59:17+02:00 /viewtopic.php?t=353&p=5141#p5141 <![CDATA[Re: Fix T1Pd Hitbox]]>
Vault54 wrote:
fixed an issue on t1 point defences causing acus to shoot through them and missing

http://forums.gaspowered.com/viewtopic.php?f=7&t=50376

Statistics: Posted by Jor — 17 Jan 2012, 01:59


]]>
2012-01-16T11:21:41+02:00 2012-01-16T11:21:41+02:00 /viewtopic.php?t=353&p=5110#p5110 <![CDATA[Re: Fix T1Pd Hitbox]]> Statistics: Posted by Ze_PilOt — 16 Jan 2012, 11:21


]]>
2012-01-16T11:14:22+02:00 2012-01-16T11:14:22+02:00 /viewtopic.php?t=353&p=5108#p5108 <![CDATA[Re: Fix T1Pd Hitbox]]>
This is a strange but effective way to get a same unit stronger against only certain units.
Without this"bug", the com rush on every 5x5 map would be even stronger...

Statistics: Posted by Lu_Xun_17 — 16 Jan 2012, 11:14


]]>
2012-01-16T10:34:48+02:00 2012-01-16T10:34:48+02:00 /viewtopic.php?t=353&p=5107#p5107 <![CDATA[Re: Fix T1Pd Hitbox]]> Statistics: Posted by Ze_PilOt — 16 Jan 2012, 10:34


]]>
2012-01-16T07:46:10+02:00 2012-01-16T07:46:10+02:00 /viewtopic.php?t=353&p=5104#p5104 <![CDATA[Re: Fix T1Pd Hitbox]]> Statistics: Posted by IceDreamer — 16 Jan 2012, 07:46


]]>
2012-01-15T23:03:34+02:00 2012-01-15T23:03:34+02:00 /viewtopic.php?t=353&p=5101#p5101 <![CDATA[Re: Fix T1Pd Hitbox]]>
Anaryl wrote:
This is actually broken.

I'm all for not broken, don't fix it. However I noticed in my recent game on Arctic Refuge (see attached replay) that my ACU was able to target the walled T1 pd on my approach to the centre civilian base and damage it as per normal (i.e without walls)

However when attacking the T1 PD from inside the base (thus no wall facing the side my ACU was attacking from) the damage went straight through to the wall(s) behind it.

Obviously its not gamebreakingly broken, but it is broken.


Wow - had this exact same experience last night on that PD and was WTFing too. I'd post a replay but I'm too lazy/inept.

Statistics: Posted by Antoninus — 15 Jan 2012, 23:03


]]>
2012-01-10T17:48:45+02:00 2012-01-10T17:48:45+02:00 /viewtopic.php?t=353&p=4864#p4864 <![CDATA[Re: Fix T1Pd Hitbox]]>
-_V_- wrote:
hum reclaim the walls ?

recliam teh whole thing :P

Statistics: Posted by Reddev32 — 10 Jan 2012, 17:48


]]>
2012-01-10T05:32:17+02:00 2012-01-10T05:32:17+02:00 /viewtopic.php?t=353&p=4838#p4838 <![CDATA[Re: Fix T1Pd Hitbox]]> Statistics: Posted by -_V_- — 10 Jan 2012, 05:32


]]>
2012-01-09T17:02:04+02:00 2012-01-09T17:02:04+02:00 /viewtopic.php?t=353&p=4832#p4832 <![CDATA[Re: Fix T1Pd Hitbox]]> Statistics: Posted by IceDreamer — 09 Jan 2012, 17:02


]]>
2012-01-08T14:36:49+02:00 2012-01-08T14:36:49+02:00 /viewtopic.php?t=353&p=4784#p4784 <![CDATA[Re: Fix T1Pd Hitbox]]>
From a sim point of view, I would be perfectly happy with walled PDs requiring arty or aircraft to destroy. (or a ninja reclaim).
What is the analysis of the effects of such a change? Why do we think that the new balance would be a worse one?

Statistics: Posted by AdmiralZeech — 08 Jan 2012, 14:36


]]>
2012-01-07T18:13:18+02:00 2012-01-07T18:13:18+02:00 /viewtopic.php?t=353&p=4763#p4763 <![CDATA[Re: Fix T1Pd Hitbox]]> Statistics: Posted by Reddev32 — 07 Jan 2012, 18:13


]]>
2012-01-07T07:18:46+02:00 2012-01-07T07:18:46+02:00 /viewtopic.php?t=353&p=4744#p4744 <![CDATA[Re: Fix T1Pd Hitbox]]>
AdmiralZeech wrote:
Can you sidestep the issue? Make the walls have a large enough / tall enough hitbox to truly block all direct fire shots, and then code in exceptions in the collision code to let certain shots pass through?


It wouldn't work, I'm afraid. You could code it to let in all ACU shots, but that would upset balance. You could code it to let in OC shots, but that wouldn't change anything. I can make the shot impact the wall in front, which is aesthetically better, but since the bug still occurs, you end up having to blast through TWO walls in order to kill the PD, again messing up balance. As far as I am aware, the only units to initiate the bug are the ACUs. If I am wrong, and we are seeing things like T1 Tanks not being able to kill the PD due to the bug, then it might make more sense to increase the hitbox size so that the only things capable of taking out walled PD are Artillery and Aircraft, and code it to let ACU shots through so that they can also kill it, but once again that is a balance decision. At the moment, the balance is right, but the aesthetics are off. Balance is more important.

Statistics: Posted by IceDreamer — 07 Jan 2012, 07:18


]]>