Katasi
12th Oct 04, 4:46 PM
now, I havnt tested this, and I know that the .lua files arent always amazingly clear, but I thought that if this is actually happening, its important enough that I should let the devs know asap so that they can fix it in the next patch.
ok, here's what I found: I was wandering around in the .lua files and entered the file "eldar_research_farseerhealth_1.lua"
inside this file I found this excerpt of code:
GameData["modifiers"]["modifier_03"] = Reference("health_regeneration_modifier")
GameData["modifiers"]["modifier_03"]["application_type"] = "apply_to_entity_type"
GameData["modifiers"]["modifier_03"]["target_type_name"] = "eldar_farseer"
GameData["modifiers"]["modifier_03"]["value"] = 0.500
now if I'm reading that right, and if this modifier follows the same pattern as the others ive looked at, that would indicate that farseer health regen is multiplied by 0.5 when this is researched.
If anyone knows that im reading this incorrectly, please say so asap
if this is a bug...please fix it in the next patch!
--Katasi
EDIT: I just now looked into the health upgrade file for the force commander and librarian, I found the same 4 lines of code, however, in this one, there is one more (very important) line as you can see here:
GameData["modifiers"]["modifier_07"] = Reference("health_regeneration_modifier")
GameData["modifiers"]["modifier_07"]["application_type"] = "apply_to_entity_type"
GameData["modifiers"]["modifier_07"]["target_type_name"] = "force_commander"
GameData["modifiers"]["modifier_07"]["usage_type"] = "addition"
GameData["modifiers"]["modifier_07"]["value"] = 0.500
so I would guess that either the modifier defaults to addition and therefore the farseer health regen is OK, or someone forgot that line, in which case the farseer really does get half hp regen after upgrade
ok, here's what I found: I was wandering around in the .lua files and entered the file "eldar_research_farseerhealth_1.lua"
inside this file I found this excerpt of code:
GameData["modifiers"]["modifier_03"] = Reference("health_regeneration_modifier")
GameData["modifiers"]["modifier_03"]["application_type"] = "apply_to_entity_type"
GameData["modifiers"]["modifier_03"]["target_type_name"] = "eldar_farseer"
GameData["modifiers"]["modifier_03"]["value"] = 0.500
now if I'm reading that right, and if this modifier follows the same pattern as the others ive looked at, that would indicate that farseer health regen is multiplied by 0.5 when this is researched.
If anyone knows that im reading this incorrectly, please say so asap
if this is a bug...please fix it in the next patch!
--Katasi
EDIT: I just now looked into the health upgrade file for the force commander and librarian, I found the same 4 lines of code, however, in this one, there is one more (very important) line as you can see here:
GameData["modifiers"]["modifier_07"] = Reference("health_regeneration_modifier")
GameData["modifiers"]["modifier_07"]["application_type"] = "apply_to_entity_type"
GameData["modifiers"]["modifier_07"]["target_type_name"] = "force_commander"
GameData["modifiers"]["modifier_07"]["usage_type"] = "addition"
GameData["modifiers"]["modifier_07"]["value"] = 0.500
so I would guess that either the modifier defaults to addition and therefore the farseer health regen is OK, or someone forgot that line, in which case the farseer really does get half hp regen after upgrade