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Minor suggestions
Moderators: Aro, Crimsonum, ErastusMercy, Lin Kuei Ominae, ^Rampastein
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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Wed Aug 03, 2011 1:43 pm    Post subject:  Minor suggestions Reply with quote  Mark this post and the followings unread

After playing TI extensively last few days (also for the crate bug) came up with a few minor suggestions.

- In a low tech game, a Nod AI got two Stealth Tanks. No way to counter it, and no way to find them. They harassed my harvesters and retreated, and I couldn't detect them until they attacked my deployed Goliaths (something a human would not do Laughing ) - therefore, my suggestion is to lower the tech level requirement for the Mobile Sensor Array (to 2, maybe 3).

- Well, the crate bug; crate effect removement when an unit deploys/undeploys.
Don't say it doesn't happen in TS, because that is irrelevant in TI - and it certainly does happen in TI.
But this might take quite a lot of time to fix, therefore, I suggest it should be mentioned in the TI unit manual, so it at least doesn't suprise people anymore.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 03, 2011 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

The crate bug is a hardcoded issue of the engine which we can't fix via a simple ini edit. But yes, it happens in TI as well as in vanilla TS.

None the less, thanks for the feedback. Smile

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 03, 2011 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

The fact that the AI ignores prerequisites (and in this case, TechLevels) is being worked on Wink

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Wed Aug 03, 2011 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, it hasn't anything to do with units being built, but with units being found in crates. The AI obeys the Tech Levels quite nicely, but crates do not...

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ChronoSeth
Sergeant


Joined: 13 Mar 2010
Location: Canada

PostPosted: Thu Aug 04, 2011 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

There's no way of fixing that.

Besides, it just means that random vehicles are a more valuable crate in lower-tech games.

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Thu Aug 04, 2011 7:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Indeed. However, making the Mobile Sensor Array a low-tech unit would solve at least the Stealth issue. Luckily the AI spends against your forces.

Otherwise there aren't much problems, aside from a Mammoth MK II during low tech games and crates.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 04, 2011 7:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Build 20 Infantry, place them in a line, then let them move forward in their line formation. Voilà, you have a big mobile sensor array and once the cloaked unit is visible, they can also attack it right away.

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Thu Aug 04, 2011 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Great LKO, you've just suggested exactly what they did in Bosnia with landmines. Razz

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Aug 04, 2011 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

That's a damned expensive Sensor Array. And squishy too.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Thu Aug 04, 2011 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
That's a damned expensive Sensor Array. And squishy too.

True, but if the Stealth Tank is all that remains of the enemy, why not?

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Thu Aug 04, 2011 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

In that case you can bring a Goliath or Eclipse with your infantry, or even an entire army of them if you still have a lot of forces left ^^.
However, is the infantry sensor sight that much? It isn't more than four, is it?

Anyway, I don't think anybody is enough of a dick to move the Stealth Tank on the water (and the AI just attacks your forces with them).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 04, 2011 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Infantry can detect cloaked units only direct near them on the adjacent cell.
Only the jumpjet can detect them over a longer distance while he is flying.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Aug 04, 2011 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Only the jumpjet can detect them over a longer distance while he is flying.


From my experience, they can detect stealth units while grounded, too.

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Vulture
AA Infantry


Joined: 08 Jan 2011

PostPosted: Thu Aug 04, 2011 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Infantry can detect cloaked units only direct near them on the adjacent cell.
Only the jumpjet can detect them over a longer distance while he is flying.

Exclamation Don't Stealth tanks swat Jumpjets just out of the sky within seconds once they found it? They just move away and are cloaked again (and somewhere else).
But again, I don't think someone is enough of a dick to just lame around with a single stealth tank Razz

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 04, 2011 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
Lin Kuei Ominae wrote:
Only the jumpjet can detect them over a longer distance while he is flying.


From my experience, they can detect stealth units while grounded, too.

But only on the directly adjacent cell like any other infantry. The special CloakDetectionRadius, which uncloaks them in a higher radius, works only while the jumpjet is flying.

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