The Codex WIP

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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Mon 29 Feb, 2016 5:54 pm

It's a passive ability buff that requires the exarch as a local entity to function.
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Lulgrim
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Re: The Codex WIP

Postby Lulgrim » Mon 29 Feb, 2016 7:04 pm

…so why not just give the exarch 50 sight?
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Dark Riku
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Re: The Codex WIP

Postby Dark Riku » Mon 29 Feb, 2016 7:12 pm

Because then the sight range is dependant on where the Exarch is standing in the squad formation?
Very minimal difference it seems though.
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Forestradio
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Re: The Codex WIP

Postby Forestradio » Tue 01 Mar, 2016 11:52 pm

pretty sure that mek mines don't snare for 30 s anymore, might be wrong on that tho
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Crewfinity
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Re: The Codex WIP

Postby Crewfinity » Thu 03 Mar, 2016 4:41 pm

out of date OM tooltip text in game.

IST sergeant no longer gives a speed buff.
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Re: The Codex WIP

Postby Kentation » Fri 04 Mar, 2016 1:17 am

In the abilities tab, the Firedragons' "dragon scale armor" still states it provides ranged damage reduction and doesn't specify which knockback immunity it has.
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Psycho
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Re: The Codex WIP

Postby Psycho » Mon 07 Mar, 2016 9:15 pm

In several pages of the grenade_launcher weapon family, the numbers in Area Effect at the end of the page look inverted in arrangement from Distant to Short in the Area section. Said pages are:

ig sniper squad grenade launcher
csm grenade launcher
gk grenade launcher dreadnought
ig commander grenade launcher
ig kasrkin grenade launcher

If I get it right, the way they're arranged would imply the 'short' range is far bigger than even the 'distant range' and would cause full damage to everything in the area.

In the Artillery Spotter Squad upgrades page, its second upgrade says:

Upgrades the squad's off-map support to a heavy mortar, further increasing Mortar Shell damage from 75 to 125.


when it requires the previous, which already increases it to 100:

Unlocks the Incendiary Shell ability that burns enemies in an area over time. Also increases Mortar Shell damage from 75 to 100.
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Sun 13 Mar, 2016 8:06 pm

Sorcerer wrote:If I get it right, the way they're arranged would imply the 'short' range is far bigger than even the 'distant range' and would cause full damage to everything in the area.
Right, the closer the targeted unit is to the explosion, the more damage they take.
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Re: The Codex WIP

Postby Psycho » Mon 14 Mar, 2016 3:25 am

Wise Windu wrote:Right, the closer the targeted unit is to the explosion, the more damage they take.


If the values are correct, is there any difference in the Area effect values at the end of the page arranged differently such as in ig_mortar compared to ig_commander_grenade_launcher? IE one with distant having a bigger number than short and the other with short having a bigger number than distant.

https://www.dawnofwar.info/elite/weapon ... =ig_mortar
https://www.dawnofwar.info/elite/weapon ... e_launcher
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Re: The Codex WIP

Postby Lulgrim » Mon 14 Mar, 2016 5:53 am

Lol wat, the splash pattern for e.g. ig_commander_grenade_launcher is totally fucked.
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Re: The Codex WIP

Postby Metal C0Mmander » Mon 14 Mar, 2016 2:19 pm

Lulgrim wrote:Lol wat, the splash pattern for e.g. ig_commander_grenade_launcher is totally fucked.

Not just the commander grenade launcher apparently.
https://www.dawnofwar.info/elite/weapon ... readnought
And not just that one too.
Consider that whenever I speak of balance I'm speking of team games. I suck at 1v1 and I'm fine with that.
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Re: The Codex WIP

Postby Psycho » Sat 19 Mar, 2016 2:28 am

Cost section for Guardsman Infantry Squad lists the commissar with 15 power, should be 20.
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Re: The Codex WIP

Postby Crewfinity » Wed 15 Jun, 2016 8:16 pm

would it be possible to add a field in the weapon entry screen to indicate whether a weapon deals damage over time, and the duration and amount if so?
would be helpful since that is currently still a somewhat "hidden" mechanic.

eg Plague marine bolters and Chosen Plague Marine knives.... I'm not sure if there are any other weapons that deal DoT
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Re: The Codex WIP

Postby Psycho » Thu 14 Jul, 2016 7:29 pm

Crewfinity wrote:I'm not sure if there are any other weapons that deal DoT


Most stats relating to DoT are in viewtopic.php?f=2&t=1261

Seeing as they're already there it should be easy to port them into the codex page to the end of the weapon's page like with AoE weapon stats, just with DoT instead.
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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Thu 14 Jul, 2016 8:25 pm

Sorcerer wrote:Seeing as they're already there it should be easy to port them into the codex page to the end of the weapon's page like with AoE weapon stats, just with DoT instead.
Data addition is done through automated code parser, it isn't as easy as copying it over. Not sure if all of the DoT effects are applied the same way, and if they aren't, adding onto the parser for them would be harder.
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Re: The Codex WIP

Postby Psycho » Thu 14 Jul, 2016 10:04 pm

Wise Windu wrote:Data addition is done through automated code parser, it isn't as easy as copying it over. Not sure if all of the DoT effects are applied the same way, and if they aren't, adding onto the parser for them would be harder.


My bad, then.
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Re: The Codex WIP

Postby Aetherion » Fri 12 Aug, 2016 11:58 am

Damage, stun duration and delay of autarch drop grenades not available in global description in codex
CREED FOR THE PLAN GOD
ELDRAD FOR THE DICK THRONE
just as planned
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Re: The Codex WIP

Postby The Licking Boogyman » Thu 08 Dec, 2016 9:02 pm

The Terminator FC doesnt have leveling while in the Codex it shows stats with Every level (till 10) so it should be fixed, so New players dont get confused
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Re: The Codex WIP

Postby Atlas » Thu 08 Dec, 2016 9:19 pm

Don't worry, with 2.6 coming out a lot on the Codex is just wrong atm. It'll get sorted out. The mistake you pointed out was outside of 2.6, but just saying that everything will be getting a 2nd pass.
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The Licking Boogyman
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Re: The Codex WIP

Postby The Licking Boogyman » Sun 11 Dec, 2016 1:28 pm

Ok dokie ( ・∀・)b OK!
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Re: The Codex WIP

Postby Myrdal » Mon 14 Aug, 2017 11:47 pm

Made some long needed fixes to the codex backend, it's now mostly up to date with 2.7 but more importantly it will automatically stay up to date with future releases. Also added some extra data that was requested since it become a whole lot easier to do, which means

Crewfinity wrote:would it be possible to add a field in the weapon entry screen to indicate whether a weapon deals damage over time, and the duration and amount if so?
would be helpful since that is currently still a somewhat "hidden" mechanic.

Added on hit effect (dots etc), on detonate actions (for some projectiles), and special attacks. It's in text/code form though as I cba with html.

The Licking Boogyman wrote:The Terminator FC doesnt have leveling while in the Codex it shows stats with Every level (till 10) so it should be fixed, so New players dont get confused


fixed

(abilities and upgrades tabs not yet up to date)
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Re: The Codex WIP

Postby Torpid » Mon 14 Aug, 2017 11:55 pm

Very nice. Thank you Myrdal.
Lets make Ordo Malleus great again!
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Re: The Codex WIP

Postby Crewfinity » Tue 15 Aug, 2017 2:57 am

Myrdal wrote:Made some long needed fixes to the codex backend, it's now mostly up to date with 2.7 but more importantly it will automatically stay up to date with future releases. Also added some extra data that was requested since it become a whole lot easier to do, which means


And the resident techpriests come in clutch once again...
Nice work, thanks! :)
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Re: The Codex WIP

Postby Impregnable » Tue 15 Aug, 2017 7:22 am

Myrdal wrote:Made some long needed fixes to the codex backend, it's now mostly up to date with 2.7 but more importantly it will automatically stay up to date with future releases.

(abilities and upgrades tabs not yet up to date)


:O Wow an automatic codex update. You deserve some donations. There is a guy who want to give you donation so badly. Please post a Paypal link :D.
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Re: The Codex WIP

Postby Adeptus Noobus » Mon 21 Aug, 2017 1:02 pm

I really like the mean ELO rating statistic on the main paige. Would it be possible to incorporate that as a column on the ladder as well? Makes it easier for casters to sift through lower level games and also for players to find higher skill level games.

One more idea: Is it possible to re-implement the search page again? As in search replays by version, hero, player, map, etc? That feature was awesome.
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Re: The Codex WIP

Postby Rostam » Mon 25 Sep, 2017 8:07 pm

The codex info on "The Unending Purge" for brother captain in the codex needs fixing in the codex
it says "Hp Regen"
while it is "Energy Regen"
Please fix it :P
https://dawnofwar.info/codex.php?page=e ... #abilities
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Rostam
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Re: The Codex WIP

Postby Rostam » Mon 25 Sep, 2017 8:10 pm

wow, Actually the all of the brother captain codex needs fixing
it might be late for 2.7.0 to fix the codex (since 2.7.1) coming out at some point
but please fix it for 2.7.1
who is in charge of updating codex? so we can contact him about this issue
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Antandron
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Re: The Codex WIP

Postby Antandron » Fri 29 Sep, 2017 9:34 am

Tac Sargeant weapons: https://dawnofwar.info/codex.php?page=e ... ad#weapons

Chainsword info instead of Bolter info.
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Schepp himself
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Re: The Codex WIP

Postby Schepp himself » Tue 09 Jan, 2018 4:19 pm

All the WSE Wargear.

https://dawnofwar.info/codex.php?page=e ... h#upgrades

Greets
Schepp himself

P.S.: Whoever updates this Codex deserves a freakin' medal. It's a fundus of information that helps tremendously if you want to learn the game. Thanks!
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Re: The Codex WIP

Postby Adeptus Noobus » Thu 01 Feb, 2018 5:35 pm

There are quite a few tables that are not showing correct values. I think the script that grabs them from the gamefiles is not working as intended in all cases.
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