Forged Alliance Forever Forged Alliance Forever Forums 2014-05-13T06:32:48+02:00 /feed.php?f=41&t=7097 2014-05-13T06:32:48+02:00 2014-05-13T06:32:48+02:00 /viewtopic.php?t=7097&p=72817#p72817 <![CDATA[Re: IceDreamer Tweak Pack]]> Statistics: Posted by IceDreamer — 13 May 2014, 06:32


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2014-04-11T06:52:36+02:00 2014-04-11T06:52:36+02:00 /viewtopic.php?t=7097&p=70984#p70984 <![CDATA[Re: IceDreamer Tweak Pack]]> Statistics: Posted by IceDreamer — 11 Apr 2014, 06:52


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2014-04-10T01:23:47+02:00 2014-04-10T01:23:47+02:00 /viewtopic.php?t=7097&p=70917#p70917 <![CDATA[Re: IceDreamer Tweak Pack]]>
The second is a refined, cut down version including only the very most serious, sensible changes. Only input from top players will be considered for this part of the mod, and the idea is that without any silliness, more playtesting will happen.

Code:
Lobo
CameraLifetime = 20 (From 5)
CameraVisionRadius = 6 (From 5)
DamageRadius - 1.2 (From 1)

Aurora
Speeds to 3.0 (From 2.9)
FiringRandomnessWhileMoving = 0.4 (From 0.1)

Medusa
T1 Stun = 2.5 (From 3)
T2 Stun = 1.5 (From 2)

Mongoose
MuzzleVelocity = 30 (From 25)


Satellite
Health = 20000
Now takes Damage, still untargetable. Basically, now dies if used to block a Nuke.

Fatboy
DamageFriendly = false
Stops it from blowing up its own shield 80% of the time

Mavor
Explosion FX slightly too small, rescaled

Plan-B
Now the Energy Drain is turned on when built, preventing it haveing free Stealth

Corsair
MuzzleVelocity = 30 (From 35)



The next step, after Unit Descriptions are done, is going to be to take a look at what Blackheart has called the "Hoverspam Problem". He's explained it to me as best he can, and I'm going to look at Hitboxes, movement physics, and spammability.

Statistics: Posted by IceDreamer — 10 Apr 2014, 01:23


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2014-04-07T04:18:52+02:00 2014-04-07T04:18:52+02:00 /viewtopic.php?t=7097&p=70662#p70662 <![CDATA[Re: IceDreamer Tweak Pack]]>
Sane Changes - Cybran Strategic Sub now drains 200 E correctly when built.

Insane changes - First attempt at making Mavor as powerful as it deserves to be

Edit: 4.1 up, fixing typo.

Statistics: Posted by IceDreamer — 07 Apr 2014, 04:18


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2014-04-06T02:09:04+02:00 2014-04-06T02:09:04+02:00 /viewtopic.php?t=7097&p=70604#p70604 <![CDATA[Re: IceDreamer Tweak Pack]]> ). From what I saw, everything looked fair, but i mostly focused on the bombers. As this was an interest of mine. From what I saw, there wasn't too much of a problem. I did see an aeon player attempt to hover bomb, and fail :D and one bomber who gave a late attack command and also failed to drop. All other bombers dropped as expected. No one took advantage of the increased handling however; which was disappointing. All-in-all it looked like a respectable mod

Statistics: Posted by rockoe10 — 06 Apr 2014, 02:09


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2014-04-06T00:46:20+02:00 2014-04-06T00:46:20+02:00 /viewtopic.php?t=7097&p=70601#p70601 <![CDATA[Re: IceDreamer Tweak Pack]]>
The big test game which was played today threw up some big problems with Bombers. Lobo was revealed to be a really nice change, but the camera range really does need to be a bit more (Units aren't revealed unless they go all the way through the middle), and the Satellite fix really isn't the right way of doing things, so I'm trying a totally different approach there.

Bombers - Now much less fussy about which direction they are facing. They *Should* drop the bomb against targets which are moving or microed away. They might not HIT it, but they should drop.

Lobo - Camera radius from 5 to 6.

Satellite - Radar = 100 (From 70), Vision = 70 (From 40), Speed = 8 (From 6), AOE = 2 (From 1). So it's the same unit it is now, just a bit faster, a bit more of a spy, and not 100% useless vs stacked shields (That's the AOE at work).

Beginning work on rewriting all the ingame unit descriptions... This is going to take a while :/

Statistics: Posted by IceDreamer — 06 Apr 2014, 00:46


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2014-04-05T20:34:11+02:00 2014-04-05T20:34:11+02:00 /viewtopic.php?t=7097&p=70582#p70582 <![CDATA[Re: IceDreamer Tweak Pack]]>
IceDreamer wrote:
I've had straight circling attacks fail multiple times in a row. Also, it seems to be worse when you attack something within the range. Yes, I'm not expecting it to drop immediately, but I do expect it to drop once it has flown over, looped around, and is on the second pass. It's very odd.

Also yeah I saw that video just today and noticed exactly that. Aurora are in a good place power-wise, but remember it was Blackheart who suggested this change in the first place, not to change the power level, but to change the way it is useless on some maps and OP on others (In his opinion).

V2 now live in the Vault.


Bombers will not attack unless the target is in-front of them...

Hover bombing and side bombing is gone.

Statistics: Posted by Resin_Smoker — 05 Apr 2014, 20:34


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2014-04-05T20:09:04+02:00 2014-04-05T20:09:04+02:00 /viewtopic.php?t=7097&p=70580#p70580 <![CDATA[Re: IceDreamer Tweak Pack]]>
Also yeah I saw that video just today and noticed exactly that. Aurora are in a good place power-wise, but remember it was Blackheart who suggested this change in the first place, not to change the power level, but to change the way it is useless on some maps and OP on others (In his opinion).

V2 now live in the Vault.

Statistics: Posted by IceDreamer — 05 Apr 2014, 20:09


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2014-04-05T20:02:07+02:00 2014-04-05T20:02:07+02:00 /viewtopic.php?t=7097&p=70578#p70578 <![CDATA[Re: IceDreamer Tweak Pack]]>
https://www.youtube.com/watch?feature=p ... ayiA#t=908

They are slow to the fight, but with micro will win an evenly numbered fight.

IceDreamer wrote:
Resin_Smoker's latest Bomber changes integrated. Personally I'm not so sure about these. In my testing, the Bombers behave better than aver before one second, then they fail to drop 9 times in a row. It's really very very odd, and I need way more people to try them out :/


Im not sure why you are having problems droping. Are you using v.5? Remember that the attack must be in front of the bomber (Roughly somewhere in the 50 degree range? Give or take) and must be OUTSIDE of the attack ring. I have done many runs with the bomber and have had all of them hit so long as the attack was initiated outside of the attack ring and roughly in front of the aircraft. Maybe some replays of the bomber failing its drop?

Statistics: Posted by rockoe10 — 05 Apr 2014, 20:02


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2014-04-05T19:54:43+02:00 2014-04-05T19:54:43+02:00 /viewtopic.php?t=7097&p=70577#p70577 <![CDATA[Re: IceDreamer Tweak Pack]]>
Changes:

Megalith change removed entirely - Error was quite correct, it causes units to be more expensive than they should be. The Eggs will have to wait for another day.

T3 Cybran Artillery change removed entirely - The poll, and my chatting, have showed overwhelmingly clear opinion. Yes, it's strong, but it's not OP and doesn't need changing. It is part of the things which make up for Cybran's extremely poor shielding.

Resin_Smoker's latest Bomber changes integrated. Personally I'm not so sure about these. In my testing, the Bombers behave better than aver before one second, then they fail to drop 9 times in a row. It's really very very odd, and I need way more people to try them out :/

Lobo - Camera changed to be a bit smaller but much longer lasting, which will be more handy in medium-size battles.

Statistics: Posted by IceDreamer — 05 Apr 2014, 19:54


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2014-04-04T19:51:48+02:00 2014-04-04T19:51:48+02:00 /viewtopic.php?t=7097&p=70491#p70491 <![CDATA[Re: IceDreamer Tweak Pack]]> Download the mod and try it out!

Statistics: Posted by IceDreamer — 04 Apr 2014, 19:51


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2014-04-04T19:32:22+02:00 2014-04-04T19:32:22+02:00 /viewtopic.php?t=7097&p=70486#p70486 <![CDATA[Re: IceDreamer Tweak Pack]]> Also reducing medusa stun further will make it too weak vs PD I think. Already it has trouble hitting things (Today I had a game where it took a medusa over a minute to kill a t1 pd, try this with other faction arty...)
Atlantis is already hard enough to deal with if you don't have strong naval control and navy has good enough AA anyway.

Don't like speed increase on aurora even with more firing randomness while moving, right now they are very susceptible to bombers and it should stay that way. Making them harder to catch with land and bomb with air will make problem bigger not smaller I think.

Then again I'm just averadge player, take feedback as you will.

Statistics: Posted by Ceneraii — 04 Apr 2014, 19:32


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2014-04-04T18:40:17+02:00 2014-04-04T18:40:17+02:00 /viewtopic.php?t=7097&p=70478#p70478 <![CDATA[Re: IceDreamer Tweak Pack]]>
errorblankfield wrote:
I'm a bit worried about he the megalith build rate change. Primarily because if you dare build something, you'll deplete all your mass and energy in a millisecond.
Now if this meant all that mass and energy went into said unit and ceased the second the unit was complete -this idea would be great.

But I'm fairly sure there is an issue with building code that causes wasted mass/energy when you build something that is worsened by high buildpower. Why do I say this? When messing with cheats, I spawned myself 100+ hives to set about making a really fast base. But the second I build my first pgen, I was out of mass and energy... Pgen's don't cost more than your initial mass (they cost 75 mass), yet having all that extra build power wasted all my initial mass.

I'd be willing to bet it's cause the game removes resources by the tick -so briefly using a lot of mass kills your stocks even if your stocks exceed what is being built. (In other words, if ticks go by the second, you spend mass at a rate of 100, then you build something that costs 201 mass, it will cost 300 mass total. Cause the game has to charge it's full rate even when there is only 1 mass left to build, it'll charge 100 mass for the final 1.) So if we give a unit insane build rate, it will always deplete all stocks even if we could float the brick/whatever.

I like the idea though, perhaps just toning back the build rate into just semi-insanely huge if this bug pops up. (Or fix the bug but it might run deep.)


THIS is the kind of feedback I need. Everyone look at this guy, he's awesome!

You bring up a totally valid, non-opinionated possible killing blow to the idea, and I will definitely investigate this further. Glad to know you like the idea though :)

Statistics: Posted by IceDreamer — 04 Apr 2014, 18:40


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2014-04-03T20:13:41+02:00 2014-04-03T20:13:41+02:00 /viewtopic.php?t=7097&p=70374#p70374 <![CDATA[Re: IceDreamer Tweak Pack]]> Statistics: Posted by Resin_Smoker — 03 Apr 2014, 20:13


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2014-04-03T06:51:37+02:00 2014-04-03T06:51:37+02:00 /viewtopic.php?t=7097&p=70312#p70312 <![CDATA[Re: IceDreamer Tweak Pack]]> Now if this meant all that mass and energy went into said unit and ceased the second the unit was complete -this idea would be great.

But I'm fairly sure there is an issue with building code that causes wasted mass/energy when you build something that is worsened by high buildpower. Why do I say this? When messing with cheats, I spawned myself 100+ hives to set about making a really fast base. But the second I build my first pgen, I was out of mass and energy... Pgen's don't cost more than your initial mass (they cost 75 mass), yet having all that extra build power wasted all my initial mass.

I'd be willing to bet it's cause the game removes resources by the tick -so briefly using a lot of mass kills your stocks even if your stocks exceed what is being built. (In other words, if ticks go by the second, you spend mass at a rate of 100, then you build something that costs 201 mass, it will cost 300 mass total. Cause the game has to charge it's full rate even when there is only 1 mass left to build, it'll charge 100 mass for the final 1.) So if we give a unit insane build rate, it will always deplete all stocks even if we could float the brick/whatever.

I like the idea though, perhaps just toning back the build rate into just semi-insanely huge if this bug pops up. (Or fix the bug but it might run deep.)

Statistics: Posted by errorblankfield — 03 Apr 2014, 06:51


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