Simulating stealth?
What methods have my fellow modders used to simulate stealth? Does Rebellion have anything that promises to make this better?
What methods have my fellow modders used to simulate stealth? Does Rebellion have anything that promises to make this better?
Cloaking is pretty hard to do, and has a lot of assorted issues. The Sacrifice of Angels mod team has managed to get functional cloaks in game, but they still have issues since Sins and the AI just can't handle cloaking. Stealth such as being harder to detect and target can be done by giving ships a dodge chance or a damage reduction, and that's easy to do via abilities.
I've been using an ability that uses this:
numEntityModifiers 1
entityModifier
buffEntityModifierType "ChanceToHitAsDamageDealer"
value
Level:0 -99.000000
Level:1 -99.000000
Level:2 -99.000000
It makes the ship that casts the ability impossible to hit, the ability only works for a short amount of time. I suppose this simulates stealth because enemy ships can't lock their weapons onto the ship.
stealth as being not visible to enemy is not possible. Best thing to do is to look at the Vasari Scout Capital Phase ability as example.
You can do something like this:
numEntityBoolModifiers 3
entityBoolModifier "IsIllusionShip"
entityBoolModifier "DisableWeaponsUltimate"
entityBoolModifier "CannotBeDamaged"
stealth -just use what mostly80 has. 7DS uses an ability that is passive (always active unless disabled)
Ability that levels with research item to 3 levels.
TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "BuffTCAStealth"
effectInfo
effectAttachInfo
attachType "Invalid"
smallEffectName ""
largeEffectName ""
soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 3
levelSourceType "ResearchWithoutBase"
improveSourceResearchSubject "RESEARCHSUBJECT_STEALTH_TCA"
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "Passive"
researchPrerequisites
NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_STEALTH_TCA_NAME"
descStringID "IDS_ABILITY_STEALTH_TCA_DESCRIPTION"
hudIcon "HUDICON_ABILITY_PHASESHIELD"
smallHudIcon "HUDICON_ABILITY_PHASESHIELD"
infoCardIcon ""
Buff for above; up to 50% damage reduction, quicker and more agile. Thrust and Angular don't have to be there, but IsIllusionShip gives that ghostly look.
TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 3
entityModifier
buffEntityModifierType "DamageAsDamageTarget"
value
Level:0 -0.300000
Level:1 -0.400000
Level:2 -0.500000
entityModifier
buffEntityModifierType "LinearThrust"
value
Level:0 0.250000
Level:1 0.350000
Level:2 0.450000
entityModifier
buffEntityModifierType "AngularThrust"
value
Level:0 0.500000
Level:1 0.750000
Level:2 1.000000
numEntityBoolModifiers 1
entityBoolModifier "IsIllusionShip"
numFinishConditions 1
finishCondition
finishConditionType "OwnerChanged"
Research item just has to be researchable 3 levels.
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