Simulating stealth?

What methods have my fellow modders used to simulate stealth? Does Rebellion have anything that promises to make this better?

7,208 views 4 replies
Reply #1 Top

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.

Reply #2 Top

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.  

Reply #3 Top

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"

Reply #4 Top

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.