The Codex WIP
- Wise Windu
- Posts: 1190
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Re: The Codex WIP
I could do it for the wargear weapons, but I don't think I'd be able to do it for default weapons since I'd need access to the actual database, which I don't have.
I'd have to add the special attack damage to the wargear tab, not the weapon tab, hence no default weapons -.-
Or if you want, I can just tell you what they are
I'd have to add the special attack damage to the wargear tab, not the weapon tab, hence no default weapons -.-
Or if you want, I can just tell you what they are
Re: The Codex WIP
Be awesome if you could database it since very few people know those values off by heart as of now so we'd have to keep coming back to this page on this thread endlessly.
Lets make Ordo Malleus great again!
- Wise Windu
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Re: The Codex WIP
Yeah. You'll have to talk to Lulgrim about it, then.
The Codex WIP
How about effect radius for each point? That should be easy with Higcharts I think.
You could also color code each group (some sort of logic there, like darker shade for higher delay).
I've thought about drawing splash patterns for AoE weapons and special attacks like what dow2info used to have, but none of the plugins I've found so far support that type of graphs straight away without massively complicated combinations or such (basically just circles and sectors/pies with different color layers to separate the damage modifiers).
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
Lulgrim wrote:
How about effect radius for each point? That should be easy with Higcharts I think.
You could also color code each group (some sort of logic there, like darker shade for higher delay).
Yeah, good ideas, should be easy enough.
I've thought about drawing splash patterns for AoE weapons and special attacks like what dow2info used to have, but none of the plugins I've found so far support that type of graphs straight away without massively complicated combinations or such (basically just circles and sectors/pies with different color layers to separate the damage modifiers).
I was thinking about something like this, too. And yeah, I haven't been able to find anything uncomplicated, either.
Edit: by the way, do you know how the coordinates in the game files relate to the default camera position?
Re: The Codex WIP
Would also be nice to see the special effects; knockback, change in damage type (see warlock), etc.
WEE AR DA SPEHSS MAHREENS! WE AR DA EMPRAH'S FUREH!
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
http://www.dawnofwar.info/index.php?page=elite/eldritch
Added radii to the graph tooltips, and added pretty colors. Also made a plot for Roks:
http://www.dawnofwar.info/index.php?page=elite/roks
The delay is slightly wrong at the moment, all of the delays should have 1.111 seconds added to them (this is the spawn time of the Roks), plus the different delays from the separate 3 entities that are used to spawn the roks. I'm also going to add falling time and probably change the colors. But I have to go out soon, so I'll be doing that later.
They are both linked to their respective global abilities on the Codex hero pages.
Oh, and the Kommando Nob is done.
And again, I'm not sure how the coordinates work. Help pls
Added radii to the graph tooltips, and added pretty colors. Also made a plot for Roks:
http://www.dawnofwar.info/index.php?page=elite/roks
The delay is slightly wrong at the moment, all of the delays should have 1.111 seconds added to them (this is the spawn time of the Roks), plus the different delays from the separate 3 entities that are used to spawn the roks. I'm also going to add falling time and probably change the colors. But I have to go out soon, so I'll be doing that later.
They are both linked to their respective global abilities on the Codex hero pages.
Oh, and the Kommando Nob is done.
And again, I'm not sure how the coordinates work. Help pls
Re: The Codex WIP
Has roks been changed since chaos rising to elite mod in the way it drops?
Lets make Ordo Malleus great again!
- Lichtbringer
- Posts: 271
- Joined: Sun 19 Jan, 2014 5:13 pm
Re: The Codex WIP
There is an error in the Warpspiders leveling tab. The shown information is from the Commander (10 levels) , not from the Squad.
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
That Torpid Gamer wrote:Has roks been changed since chaos rising to elite mod in the way it drops?
You mean the order and shape? Not sure. The damage has, definitely.
Lichtbringer wrote:There is an error in the Warpspiders leveling tab. The shown information is from the Commander (10 levels) , not from the Squad.
So there is. They actually have the same filename as the WSE. Will get on that.
- Nuclear Arbitor
- Posts: 1106
- Joined: Tue 12 Feb, 2013 2:56 am
Re: The Codex WIP
the takeaway from roks is, "Left, upper left!" and that is really all you need to know.
Re: The Codex WIP
Well this video seems suggest otherwise, rather that going to the top-right is better:
https://www.youtube.com/watch?v=qR9wVQ9jWC8 but I always thought it was top-left myself and that video is from CR.
https://www.youtube.com/watch?v=qR9wVQ9jWC8 but I always thought it was top-left myself and that video is from CR.
Lets make Ordo Malleus great again!
Re: The Codex WIP
Wise Windu wrote:Added radii to the graph tooltips, and added pretty colors.
I meant make the dots into circles sized according to effect radius.
- Wise Windu
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Re: The Codex WIP
Lulgrim wrote:Wise Windu wrote:Added radii to the graph tooltips, and added pretty colors.
I meant make the dots into circles sized according to effect radius.
Was going to do that too ^^
That Torpid Gamer wrote:Well this video seems suggest otherwise, rather that going to the top-right is better:
https://www.youtube.com/watch?v=qR9wVQ9jWC8 but I always thought it was top-left myself and that video is from CR.
Looks like the positive Y axis points to the top left. So going bottom or top is probably best.
Last edited by Wise Windu on Mon 17 Mar, 2014 11:42 pm, edited 1 time in total.
- Nuclear Arbitor
- Posts: 1106
- Joined: Tue 12 Feb, 2013 2:56 am
Re: The Codex WIP
it has to do with timing too; lower and more towards the right get's hit with bigger rocks faster.
Re: The Codex WIP
Wise Windu wrote:Edit: by the way, do you know how the coordinates in the game files relate to the default camera position?
Horizontal camera angle is 225 degrees according to camera.lua found in GameAssets\Archives\000_data.sga so rotate by that amount (counter-clockwise) and it should be more accurate.
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
Awesome, thanks.
Re: The Codex WIP
They're the same as the default ones.
The point of the Khorne predator is that it does 25% more damage with its autocannon and heavy bolters. At least this is how I have always thought about it. That boost is very noticeable. I can't believe that bolters remain the same.
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
Sub_Zero wrote:They're the same as the default ones.
The point of the Khorne predator is that it does 25% more damage with its autocannon and heavy bolters. At least this is how I have always thought about it. That boost is very noticeable. I can't believe that bolters remain the same.
75% more damage. The bolters are the same, but the damage modifier increases damage by 75%. I misunderstood before. I'll add them to the upgrade tab.
- Wise Windu
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Re: The Codex WIP
Ork commanders are up.
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
Ork units are up. No leveling tab for the tankbustas, and the stormboy upkeep is not 4200
- Forestradio
- Posts: 1157
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Re: The Codex WIP
Reinforcement cost for SM terminators and assault terminators is 150/25 not 150/50
Re: The Codex WIP
ASM sarge cost is wrong. It's supposed to be 100/25 not 50/25.
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
Dark Riku wrote:ASM sarge cost is wrong. It's supposed to be 100/25 not 50/25.
Fixed
Radio the Forest wrote:Reinforcement cost for SM terminators and assault terminators is 150/25 not 150/50
Noted, might not be fixed immediately since I can't edit cost and stats tabs.
Re: The Codex WIP
The damage for the Khorne autocannon on the predator is very much off.
It's 150,5 damage per shot, opposed to the very low 86 that shows in the Codex atm.
(forgot to add +75% from the Khorne upgrade I think)
It's 150,5 damage per shot, opposed to the very low 86 that shows in the Codex atm.
(forgot to add +75% from the Khorne upgrade I think)
- Wise Windu
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- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
It is correct. The autocannon itself does that much damage, and then it is multiplied by 1.75. Check the upgrade tab.
Re: The Codex WIP
http://www.dawnofwar.info/elite/weapon. ... e_predator
http://www.dawnofwar.info/index.php?pag ... s_predator --> weapon
Both these pages are very very misleading, they really should be changed.
I know that the upgrade page states the correct value
http://www.dawnofwar.info/index.php?pag ... s_predator
http://www.dawnofwar.info/index.php?pag ... s_predator --> weapon
Both these pages are very very misleading, they really should be changed.
I know that the upgrade page states the correct value
http://www.dawnofwar.info/index.php?pag ... s_predator
- Wise Windu
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Re: The Codex WIP
Changed the autocannon.
The Codex WIP
It was correct, though. While now the MoK autocannon data is technically incorrect.
- Wise Windu
- Posts: 1190
- Joined: Sat 14 Sep, 2013 2:22 am
Re: The Codex WIP
Yeah, and I've been thinking of changing it back since I changed it. I really can't see it being that confusing when all you have to do is click on a different tab to find the upgrade effects.
Edit: Yeah, reverted.
Edit: Yeah, reverted.
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