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Re: The Codex WIP

Posted: Mon 29 Feb, 2016 5:54 pm
by Wise Windu
It's a passive ability buff that requires the exarch as a local entity to function.

Re: The Codex WIP

Posted: Mon 29 Feb, 2016 7:04 pm
by Lulgrim
…so why not just give the exarch 50 sight?

Re: The Codex WIP

Posted: Mon 29 Feb, 2016 7:12 pm
by Dark Riku
Because then the sight range is dependant on where the Exarch is standing in the squad formation?
Very minimal difference it seems though.

Re: The Codex WIP

Posted: Tue 01 Mar, 2016 11:52 pm
by Forestradio
pretty sure that mek mines don't snare for 30 s anymore, might be wrong on that tho

Re: The Codex WIP

Posted: Thu 03 Mar, 2016 4:41 pm
by Crewfinity
out of date OM tooltip text in game.

IST sergeant no longer gives a speed buff.

Re: The Codex WIP

Posted: Fri 04 Mar, 2016 1:17 am
by Kentation
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.

Re: The Codex WIP

Posted: Mon 07 Mar, 2016 9:15 pm
by Psycho
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.

Re: The Codex WIP

Posted: Sun 13 Mar, 2016 8:06 pm
by Wise Windu
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.

Re: The Codex WIP

Posted: Mon 14 Mar, 2016 3:25 am
by Psycho
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

Re: The Codex WIP

Posted: Mon 14 Mar, 2016 5:53 am
by Lulgrim
Lol wat, the splash pattern for e.g. ig_commander_grenade_launcher is totally fucked.

Re: The Codex WIP

Posted: Mon 14 Mar, 2016 2:19 pm
by Metal C0Mmander
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.

Re: The Codex WIP

Posted: Sat 19 Mar, 2016 2:28 am
by Psycho
Cost section for Guardsman Infantry Squad lists the commissar with 15 power, should be 20.

Re: The Codex WIP

Posted: Wed 15 Jun, 2016 8:16 pm
by Crewfinity
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

Re: The Codex WIP

Posted: Thu 14 Jul, 2016 7:29 pm
by Psycho
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.

Re: The Codex WIP

Posted: Thu 14 Jul, 2016 8:25 pm
by Wise Windu
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.

Re: The Codex WIP

Posted: Thu 14 Jul, 2016 10:04 pm
by Psycho
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.

Re: The Codex WIP

Posted: Fri 12 Aug, 2016 11:58 am
by Aetherion
Damage, stun duration and delay of autarch drop grenades not available in global description in codex

Re: The Codex WIP

Posted: Thu 08 Dec, 2016 9:02 pm
by The Licking Boogyman
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

Re: The Codex WIP

Posted: Thu 08 Dec, 2016 9:19 pm
by Atlas
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.

Re: The Codex WIP

Posted: Sun 11 Dec, 2016 1:28 pm
by The Licking Boogyman
Ok dokie ( ・∀・)b OK!

Re: The Codex WIP

Posted: Mon 14 Aug, 2017 11:47 pm
by Myrdal
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)

Re: The Codex WIP

Posted: Mon 14 Aug, 2017 11:55 pm
by Torpid
Very nice. Thank you Myrdal.

Re: The Codex WIP

Posted: Tue 15 Aug, 2017 2:57 am
by Crewfinity
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! :)

Re: The Codex WIP

Posted: Tue 15 Aug, 2017 7:22 am
by Impregnable
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.

Re: The Codex WIP

Posted: Mon 21 Aug, 2017 1:02 pm
by Adeptus Noobus
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.

Re: The Codex WIP

Posted: Mon 25 Sep, 2017 8:07 pm
by Rostam
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

Re: The Codex WIP

Posted: Mon 25 Sep, 2017 8:10 pm
by Rostam
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

Re: The Codex WIP

Posted: Fri 29 Sep, 2017 9:34 am
by Antandron
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Re: The Codex WIP

Posted: Tue 09 Jan, 2018 4:19 pm
by Schepp himself
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!

Re: The Codex WIP

Posted: Thu 01 Feb, 2018 5:35 pm
by Adeptus Noobus
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.