Forged Alliance Forever Forged Alliance Forever Forums 2012-09-24T13:11:04+02:00 /feed.php?f=3&t=1743 2012-09-24T13:11:04+02:00 2012-09-24T13:11:04+02:00 /viewtopic.php?t=1743&p=20832#p20832 <![CDATA[Re: Deceivers stealth range is wrong]]> I'll see if I can test it tonight. :)

Statistics: Posted by maxpower — 24 Sep 2012, 13:11


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2012-09-18T16:51:45+02:00 2012-09-18T16:51:45+02:00 /viewtopic.php?t=1743&p=20346#p20346 <![CDATA[Re: Deceivers stealth range is wrong]]>
maybe bit trollike but overlays looked similar, so who cares, i guess everybody knows that a stealthfield has... whatever maybe you do not even notice :P try it out and say if you think the overlay is accurate enough :mrgreen:

EDIT: OMG cant read filenames: Mercurial 2.3.1 MSI installer - x64 Windows so i needed 30min to guess the bug...

Statistics: Posted by ColonelSheppard — 18 Sep 2012, 16:51


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2012-09-18T11:35:50+02:00 2012-09-18T11:35:50+02:00 /viewtopic.php?t=1743&p=20326#p20326 <![CDATA[Re: Deceivers stealth range is wrong]]> 328773-ShadowFame.fafreplay
Sorry this is my brothers account as my computer is broken atm, need a new PSU.

Statistics: Posted by Softly — 18 Sep 2012, 11:35


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2012-09-18T11:09:56+02:00 2012-09-18T11:09:56+02:00 /viewtopic.php?t=1743&p=20323#p20323 <![CDATA[Re: Deceivers stealth range is wrong]]>
pip wrote:
A few stealth ranges do have a proper ring overlay (i remember the mermaid having a proper overlay ring). It seems it's value dependant, for some obscure reason (and yes, maybe it's because it acts as a sphere).

Maybe it can be fixed manually by checking which value is the closest to the ring overlay's size (which of course changes slightly when you modify the value). At least, the actual stealth effect should be not smaller than the overlay ring but slightly better if a residual difference cannot be eliminated.
I don't currently have time to tests values for each stealth generator, maybe i'll do that some time in the future, or someone else can do it.


yeah exaclty. someone should make a mod, that shows a "minimum" stealth radius. Its ok, if it is actually a little bigger, if it cannot be exact for some reasone

Statistics: Posted by Kryo — 18 Sep 2012, 11:09


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2012-09-18T10:37:20+02:00 2012-09-18T10:37:20+02:00 /viewtopic.php?t=1743&p=20320#p20320 <![CDATA[Re: Deceivers stealth range is wrong]]> Statistics: Posted by Softly — 18 Sep 2012, 10:37


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2012-09-18T07:57:58+02:00 2012-09-18T07:57:58+02:00 /viewtopic.php?t=1743&p=20315#p20315 <![CDATA[Re: Deceivers stealth range is wrong]]>
Maybe it can be fixed manually by checking which value is the closest to the ring overlay's size (which of course changes slightly when you modify the value). At least, the actual stealth effect should be not smaller than the overlay ring but slightly better if a residual difference cannot be eliminated.
I don't currently have time to tests values for each stealth generator, maybe i'll do that some time in the future, or someone else can do it.

Statistics: Posted by pip — 18 Sep 2012, 07:57


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2012-09-18T06:58:10+02:00 2012-09-18T06:58:10+02:00 /viewtopic.php?t=1743&p=20311#p20311 <![CDATA[Re: Deceivers stealth range is wrong]]>
ShadowKnight wrote:
So then, like a bubble shield, if a unit is only partially covered, it is possible for it to be *Hit* by the enemy Radar, revealing its presence?



i have absolutly no idea, even if i would be right it would be absolutely unlogical, cause there is nowhere something with bubble, offset or whatever like it is for shields, however i mades some good experiences by creating multiple small stealth fields in the stealth are, this has 2 problems:

it's creates the possibility of even more bugging (i cannot say that for sure yet)
i really dunno how this will hit the performance (if you got like 20 of them it might be as you would have 200 units, i cant really be sure about that cause my PC is just too good :lol: i will try on my old one today)

Statistics: Posted by ColonelSheppard — 18 Sep 2012, 06:58


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2012-09-18T01:37:34+02:00 2012-09-18T01:37:34+02:00 /viewtopic.php?t=1743&p=20306#p20306 <![CDATA[Re: Deceivers stealth range is wrong]]>

You've got as much code as me, so feel free to investigate the bug.


I would if I had the slightest idea how...

Statistics: Posted by IceDreamer — 18 Sep 2012, 01:37


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2012-09-17T21:28:29+02:00 2012-09-17T21:28:29+02:00 /viewtopic.php?t=1743&p=20296#p20296 <![CDATA[Re: Deceivers stealth range is wrong]]>


i tryed setting

Intel = {
RadarStealth = true,
RadarStealthField = true,
RadarStealthFieldRadius = 18,
SonarStealthFieldRadius = 18,
VisionRadius = 16,

to

Intel = {
RadarStealth = true,
RadarStealthField = true,
RadarStealthFieldRadius = 20,
SonarStealthFieldRadius = 20,
VisionRadius = 16,

this does ofc not solve the actual bug, bet it feels a lot better, cause the stealth radius is as big as it was originally supposed to

Statistics: Posted by ColonelSheppard — 17 Sep 2012, 21:28


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2012-09-17T19:51:04+02:00 2012-09-17T19:51:04+02:00 /viewtopic.php?t=1743&p=20289#p20289 <![CDATA[Re: Deceivers stealth range is wrong]]> Statistics: Posted by Ze_PilOt — 17 Sep 2012, 19:51


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2012-09-17T19:48:45+02:00 2012-09-17T19:48:45+02:00 /viewtopic.php?t=1743&p=20288#p20288 <![CDATA[Re: Deceivers stealth range is wrong]]> Statistics: Posted by IceDreamer — 17 Sep 2012, 19:48


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2012-09-17T16:18:33+02:00 2012-09-17T16:18:33+02:00 /viewtopic.php?t=1743&p=20275#p20275 <![CDATA[Re: Deceivers stealth range is wrong]]> Statistics: Posted by Ze_PilOt — 17 Sep 2012, 16:18


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2012-09-17T15:47:50+02:00 2012-09-17T15:47:50+02:00 /viewtopic.php?t=1743&p=20272#p20272 <![CDATA[Re: Deceivers stealth range is wrong]]> Statistics: Posted by IceDreamer — 17 Sep 2012, 15:47


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2012-09-17T13:08:46+02:00 2012-09-17T13:08:46+02:00 /viewtopic.php?t=1743&p=20267#p20267 <![CDATA[Re: Deceivers stealth range is wrong]]> Statistics: Posted by Kryo — 17 Sep 2012, 13:08


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2012-09-17T12:53:43+02:00 2012-09-17T12:53:43+02:00 /viewtopic.php?t=1743&p=20266#p20266 <![CDATA[Re: Deceivers stealth range is wrong]]> Statistics: Posted by maxpower — 17 Sep 2012, 12:53


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