Forged Alliance Forever Forged Alliance Forever Forums 2013-01-23T02:22:37+02:00 /feed.php?f=37&t=2087 2013-01-23T02:22:37+02:00 2013-01-23T02:22:37+02:00 /viewtopic.php?t=2087&p=28064#p28064 <![CDATA[Re: Phantom X 1.8 testing and feedback]]>
HEAVY wrote:
I've had two games in a row now where the phantoms collaborated and marked the paladin before he announced (innos thought he was phant), both resulting in phantom victories.

If the intended use of the mark is to stop the Paladin from announcing, we seem to have nerfed the innos instead.

How can this be addressed?


Ideally the mass cost for marking should balance this out. As a phantom, marking someone early means that you can't get a t4 nearly as fast for example. If it turns out that the current balance is skewed, the cost can be increased.

Statistics: Posted by mead — 23 Jan 2013, 02:22


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2013-01-20T02:25:25+02:00 2013-01-20T02:25:25+02:00 /viewtopic.php?t=2087&p=27725#p27725 <![CDATA[Re: Phantom X 1.8 testing and feedback]]>
mead wrote:
Attempting to integrate nuke ping mod


I just played a game where the nuke ping worked properly, gg.

Statistics: Posted by HEAVY — 20 Jan 2013, 02:25


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2013-01-20T00:49:55+02:00 2013-01-20T00:49:55+02:00 /viewtopic.php?t=2087&p=27721#p27721 <![CDATA[Re: Phantom X 1.8 testing and feedback]]>
If the intended use of the mark is to stop the Paladin from announcing, we seem to have nerfed the innos instead.

How can this be addressed?

Statistics: Posted by HEAVY — 20 Jan 2013, 00:49


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2013-01-18T20:53:17+02:00 2013-01-18T20:53:17+02:00 /viewtopic.php?t=2087&p=27634#p27634 <![CDATA[Re: Phantom X 1.8 testing and feedback]]> Statistics: Posted by mead — 18 Jan 2013, 20:53


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2013-01-16T23:16:58+02:00 2013-01-16T23:16:58+02:00 /viewtopic.php?t=2087&p=27407#p27407 <![CDATA[Re: Phantom X 1.8 testing and feedback]]> Statistics: Posted by mead — 16 Jan 2013, 23:16


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2012-12-11T22:17:19+02:00 2012-12-11T22:17:19+02:00 /viewtopic.php?t=2087&p=24852#p24852 <![CDATA[Re: Phantom X 1.8 testing and feedback]]> Statistics: Posted by mead — 11 Dec 2012, 22:17


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2012-11-27T17:44:49+02:00 2012-11-27T17:44:49+02:00 /viewtopic.php?t=2087&p=23796#p23796 <![CDATA[Re: Phantom X 1.8 testing and feedback]]>
Edit: Next version should revert to original mass cost formula.

Statistics: Posted by mead — 27 Nov 2012, 17:44


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2012-11-18T18:13:05+02:00 2012-11-18T18:13:05+02:00 /viewtopic.php?t=2087&p=23229#p23229 <![CDATA[Re: Phantom X 1.8 testing and feedback]]> Statistics: Posted by Ze_PilOt — 18 Nov 2012, 18:13


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2012-11-18T17:28:27+02:00 2012-11-18T17:28:27+02:00 /viewtopic.php?t=2087&p=23227#p23227 <![CDATA[Re: Phantom X 1.8 testing and feedback]]>
@Zep: I talked to the Nomad team. They could help us upload the new Phantom X, but need access permission for the Phantom X FTP folder. Why don't you give it to them?

Statistics: Posted by mead — 18 Nov 2012, 17:28


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2012-11-18T14:20:51+02:00 2012-11-18T14:20:51+02:00 /viewtopic.php?t=2087&p=23218#p23218 <![CDATA[Re: Phantom X 1.8 testing and feedback]]> Statistics: Posted by Ze_PilOt — 18 Nov 2012, 14:20


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2012-11-18T02:28:55+02:00 2012-11-18T02:28:55+02:00 /viewtopic.php?t=2087&p=23197#p23197 <![CDATA[Re: Phantom X 1.8 testing and feedback]]> Statistics: Posted by Duck_42 — 18 Nov 2012, 02:28


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2012-11-18T14:21:22+02:00 2012-11-16T14:08:45+02:00 /viewtopic.php?t=2087&p=23120#p23120 <![CDATA[Re: Phantom X 1.8 testing and feedback]]>
Secondly, there is Ducks wonderful Nuke Ping mod. While it was originally conceived for Phantom gameplay, it is never used, because most people don't have it or aren't even aware it exists. I think integrating it into Phantom X would be a good idea.

I've made a test version 1.8n (based on 1.8k/m) that features both eject and nuke ping (considering nuke ping is solely yours, Duck, I'll take this down if you want me to).

Statistics: Posted by mead — 16 Nov 2012, 14:08


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2012-11-15T19:00:45+02:00 2012-11-15T19:00:45+02:00 /viewtopic.php?t=2087&p=22820#p22820 <![CDATA[Re: Phantom X 1.8 testing and feedback]]>
Edit: Confirmed; modpath is linking to 1.8j in every case ;-) Fixed it, named it 1.8m, uploaded it.

Statistics: Posted by mead — 15 Nov 2012, 19:00


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2012-11-14T01:21:40+02:00 2012-11-14T01:21:40+02:00 /viewtopic.php?t=2087&p=22756#p22756 <![CDATA[Re: Phantom X 1.8 testing and feedback]]> Phantom-X Test Version 1.8k

-Minor tweak to Paladin mark cost implementation.

ExtractMe.zip

Statistics: Posted by Duck_42 — 14 Nov 2012, 01:21


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2012-11-12T20:28:18+02:00 2012-11-12T20:28:18+02:00 /viewtopic.php?t=2087&p=22728#p22728 <![CDATA[Re: Phantom X 1.8 testing and feedback]]> Phantom-X Test Version 1.8j

-Added mass cost for using Paladin mark.
-Fixed bug so that mark cannot be used after death.

In this version, the Paladin mark cost is determined by the following function
(5000 + 100000 * ArcTan( 0.05 * (GameTimeInMinutes - 8.0))) * luckyGuessProbability

The lucky guess probablity is the number of Paladins divided by the number of innocents plus the number of Paladins.
(numberOfPaladins / (numberOfPaladins + numberOfInnocents).

ExtractMe.zip

Statistics: Posted by Duck_42 — 12 Nov 2012, 20:28


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