Absolute Annihilation 2.23
Moderator: Moderators
Got the "Abolition" forum almost ready. Using SMF forum, really liking it so far. Far superior to PHPBB in customizability. Designing an elaborate rank system right now. Can't figure out how the heck to change "My Community" to "Abolition Forum" though... how strange. Do I actually have to edit the PHP by hand for something so simple?
W00t muffins:
http://www.caydr.com/forum
Probably shouldn't bother registering or anything, there's a good chance I'll have the wipe the board clean before I officially post Abolition 1.0. I'm going to try to import all the old AA forum posts.
http://www.caydr.com/forum
Probably shouldn't bother registering or anything, there's a good chance I'll have the wipe the board clean before I officially post Abolition 1.0. I'm going to try to import all the old AA forum posts.
Last edited by Caydr on 30 Oct 2006, 19:03, edited 1 time in total.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Sigh... all this trouble because people insisted I get rid of raider/antiraider special damage 
I can't reduce flash/gator dps very much at all or they'll be completely different units.
I think I'm going to have to revert back to single air service pads, the quad ones seem to be giving spring trouble.

I can't reduce flash/gator dps very much at all or they'll be completely different units.
I think I'm going to have to revert back to single air service pads, the quad ones seem to be giving spring trouble.
guess what, fixing that is IMPOSSIBLE.. because in order to decloak a unit an enemy something must move through its decloak radius, which is in fact a cylinder, which means it goes up infinitely high, so NO matter how small the radius, An aircraft can still potentially fly through it and decloak the unit.
is cylinder new since new ver of spring? I know that in 2.11 planes did not decloack cloacked units.Fanger wrote:guess what, fixing that is IMPOSSIBLE.. because in order to decloak a unit an enemy something must move through its decloak radius, which is in fact a cylinder, which means it goes up infinitely high, so NO matter how small the radius, An aircraft can still potentially fly through it and decloak the unit.
Cloack radi must be sphere and if this is an engine bug (i hope not feature), then devs plz fix it. If it is modable, than no problem. But i guess fanger would knew this.... as ee has cloacked mechs too.
Might depend on what particular aircraft you're using to find the spies. For instance, if they have a mincloakdistance of 96 or something, and gunships fly at 70 altitude, they'd detect them. Peepers, which fly higher, would not though.
I'll look into it... I was under the impression just about everything was sphere-based.
I'll look into it... I was under the impression just about everything was sphere-based.
its all aircrafts, it however has to be the HIT BOX that passes through, and since aircrafts have such smalls hitboxs most of the time its hard to get them to fly sraight through... its not a sphere because aircraft in my mod uncloak cloaked units and they have a cruise alt of at least 200, and my units decloak radius is only about 60..
For example IN EE (oh noes not EE) MY scout aircraft has a cruise alt of 350, and he decloaks light stealth bots which have a decloak of 105, even at 2x that upwards they shouldnt but they do, so all aircraft can decloak, in fact aircraft are best for decloaking because they can move fast and go all over that area till you delcoak the mofo.. a swarm of peepers could probably be a cloakers nightmare..
For example IN EE (oh noes not EE) MY scout aircraft has a cruise alt of 350, and he decloaks light stealth bots which have a decloak of 105, even at 2x that upwards they shouldnt but they do, so all aircraft can decloak, in fact aircraft are best for decloaking because they can move fast and go all over that area till you delcoak the mofo.. a swarm of peepers could probably be a cloakers nightmare..
I think air units should be able to see/uncloak units - it is insane to expect us to add pointless micromanagement in terms of moving ground units on the defensive front - I mean, I've played with you using your lovely cloaked units, and they are plenty effective despite the ability of aircraft to see them. If I were you I would frankly worry more about the seismic detector unit than the aircraft.ginekolog wrote:why does air units decloack/see cloacked units? thats nonsense and bad thing, as spys loose a lot of their usability. Good spies help killing porcers.
plz fix that.
Anyway, I know for a fact that in 2.11 aircraft did decloak units, having lost a number of Snipers and Spies as a result in a few air-dominated games - maybe you're encountering it more because of a change in your method of use cloaked units or that of your opponent in using planes.
Air units have, presumably, targeting equipment in tandem with terrain imaging and analysis software - there, I've even explained it in fluff terms. They noticed an altitude spike where there is no tagged structure, unit, or deformation. Either the highly advanced sensors are wrong, or something is there - hidden...
If, for some reason, you are convinced to find a hackish way to remove the ability of aircraft to see cloaked units, Caydr, there is merely going to be a concerted call for a new aircraft designed to see them anyway, and rightly so!
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If Fang's mention of infinite decloak height is correct, there is no way to fix this issue. However, I do believe, in terms of logic and balance, that while some planes should be able to decloak units, not all should have the luxury.
If this issue can be fixed, I would recommend allowing the ability to decloak to remain in units with advanced sensor arrays - L2 Radar/Sonar, L2 Fighters, Liche/Crow, EMP Bombers. However, I can fully support the removal of the decloak capability from all other aircraft.
- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30