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    boony

    @boony

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    Latest posts made by boony

    • RE: Brick torpedo damage

      @sainserow said in Brick torpedo damage:

      @boony said in Brick torpedo damage:

      Please, think a moment before changing values by a factor of 3.75 compared to the original game!

      Please think a moment about killing anything with a 10 dps torps of t3 unit that costs 1280 mass. The list would not exceed a few t1 engineers

      The brick was never meant to be a serious sea killer, its a T3 assault bot and the torpedo was an added extra. If the cost effectiveness approaches that of subs, there is no point in building subs after it arrives on the battlefield because the brick is much more versatile.

      @NOC :
      Sure, you can kill an enemy earlier. That is not the point! Why would you want other units to become obsolete once you arrive at T3, especially subs that have nothing to do with land units?

      posted in Balance Discussion
      B
      boony
    • RE: Brick torpedo damage

      You are right, I made a mistake there. For 1.28k mass you get 3.55 T1 subs with 2840 HP and 3.55 times the dps. So corresponds to 10k HP at the same dps which is better than the brick with 7.5k HP but not much, since the subs will reduce dps as they get killed while the more sturdy bricks will keep their dps longer, so its a close call and it should not be. Keep in mind that the subs can do nothing else!

      posted in Balance Discussion
      B
      boony
    • Brick torpedo damage

      Guys, what is going on with the brick torpedo damage, 37.5 dps, really?

      In the original game it was 10.
      Let's compare to UEF T1 sub Tigershark: same dps, 800HP vs. 7.5k HP for brick, mass cost: 360 vs 1.28k. So brick has 9 times the HP and costs only 4 times more -> Bricks are more cost effective as subs.
      This even holds for the T2 subs. For example, the T2 Aeon sub Vesper. Approx. same cost, trice the dps but less than trice the HP -> Brick is more cost effective again. Against dedicated subs that can only move on water and only shoot torpedos.

      How do you guys balance the units? Please, think a moment before changing values by a factor of 3.75 compared to the original game!

      posted in Balance Discussion
      B
      boony
    • Weird bug with mod activation

      Hi,
      I recently reinstalled FAF after a long pause and experience a weird bug with mod activation now.

      I have a custom UI mod called "MyKeyMap" that I want to use and that works fine in the vanilla game.
      However, no matter what active mods I select in the mod manager, the mod does not get loaded.
      The selection of active mods when creating the game also does not correspond to the selected mods when the game is created.

      To find the cause, I removed all the mods except the UI mod that I want to use from my game directory:
      1.png

      I then create a game with the mod selected:
      2.png

      However, when I create the game and inspect the mod manager, I see a second mod called "Economy Tools FA" installed automatically and activated:
      3.png 4.png

      Even if I deselect this mod and activate "MyKeyMap", the right mod does not get loaded.
      Here is the corresponding section of the game log:

      ...
      INFO: Active mods in session: 	
      INFO:  - 1: table: 18E4A8E8
      INFO:  -    after: table: 18E4AA50
      INFO:  -    author: AdmiralZeech
      INFO:  -    before: table: 18E4AA28
      INFO:  -    conflicts: table: 18E4AA00
      INFO:  -    copyright: 
      INFO:  -    description: Semicolon (;) key displays EcoInfo panel. [Shift + ;] activates energy saver Autopause on selected units. [Ctrl+Shift+;] Toggles AutoMassfabs.
      INFO:  -    enabled: true
      INFO:  -    exclusive: false
      INFO:  -    hookdir: /hook
      INFO:  -    icon: /mods/EconomyPanel/mod_icon.png
      INFO:  -    location: /mods/economypanel
      INFO:  -    name: Economy Tools FA
      INFO:  -    requires: table: 18E4A9B0
      INFO:  -    requiresNames: table: 18E4A9D8
      INFO:  -    selectable: true
      INFO:  -    shadowdir: /shadow
      INFO:  -    ui_only: true
      INFO:  -    uid: 2B033CD1-AD77-4A90-A319-11080A399535
      INFO:  -    url: http://forums.gaspowered.com/viewtopic.php?p=320236
      INFO:  -    version: 2
      ...
      INFO: ModsManager activated: UI mod - Economy Tools FA ---- (v2.0) - /mods/economypanel
      INFO: Minimized true
      INFO: Minimized false
      INFO: ModsManager deselected: UI mod - Economy Tools FA ---- (v2.0) - /mods/economypanel
      INFO: ModsManager selected: UI mod - MyKeyMap ---- (v1.0) - /mods/mykeymap
      INFO: mods.sim.active { }
      INFO: mods.ui.active {
      INFO: mods.ui.active    863D8872-94EC-11DC-9BA5-390B56D89593 = true
      INFO: mods.ui.active }
      INFO:  { }
      INFO:  {
      INFO:     863D8872-94EC-11DC-9BA5-390B56D89593 = true
      INFO:  }
      INFO: MOD LIST SET TO:
      INFO:         MyKeyMap        (863D8872-94EC-11DC-9BA5-390B56D89593)
      INFO:  { }
      INFO:  {
      INFO:     863D8872-94EC-11DC-9BA5-390B56D89593 = true
      INFO:  }
      INFO:  { }
      INFO:  {
      INFO:     863D8872-94EC-11DC-9BA5-390B56D89593 = true
      INFO:  }
      ...
      

      This only happens when I start the game with FAF. In vanilla FA, this magic mod installation and activation bug does not happen and the right mod gets loaded properly.

      Does someone have an idea where this automatically installed mod comes from and how to fix this mod activation issue?

      posted in Game Issues and Gameplay questions
      B
      boony