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RisingPhoenix
5th Nov 04, 4:32 PM
Okay, I'm currently downloading the patch (man gamespy is slow), so I figured why not start off the new .lua problem list? We can recheck the old problems and post any new ones we discover.

Original list:
http://forums.relicnews.com/showthread.php?t=43795&page=1&pp=15

Moe
5th Nov 04, 5:00 PM
Not a bad idea. Please do not start a balance or other off-topic discussions in this thread though. Just the .lua typos you guys stumble across.

meppa
5th Nov 04, 5:05 PM
As picture says more then 1000 words.

http://kontu.no-ip.org/relic00011.JPG

Here is Falcon after one '_' character is added to its lua file. This is how it works and should look like in game. I did post about this earlier before 1.10 patch, but relic fixed wrong thing with their patch. They modified icon and armypainter model so that those don't have that brightlance that excists in stats. To prove this, here is part of original falcon grav tank lua file.


GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["attack_motion_variable_name"] = "Weapon_Range_Tracking_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["hardpoint_weapon_variant_motion_name"] = "Weapon_Range_Upgrade_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["horizontal_aim_motion_variable_name"] = "Aim_Horizontal_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["shoot_motion_variable_name"] = "Weapon_Range_Firing_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["vertical_aim_motion_variable_name"] = "Aim_Vertical_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["muzzle"]["x"] = 0.800
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["muzzle"]["y"] = 2.500
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["muzzle"]["z"] = -1.000
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["name_for_this_weapon_choice"] = "eldar_brightlance"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["origin"]["x"] = 0.800
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["origin"]["y"] = 2.500
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["origin"]["z"] = -2.000
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["weapon"] = "eldar_brightlance_grav_tank"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["muzzle"]["x"] = 0.800
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["muzzle"]["y"] = 2.500
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["muzzle"]["z"] = -1.000
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["name_for_this_weapon_choice"] = "eldar_starcannon"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["origin"]["x"] = 0.800
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["origin"]["y"] = 2.500
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["origin"]["z"] = -2.000
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["weapon"] = "eldar_starcannon_grav_tank"

And here is the code i used when i took that screenshot. I made changed line bold so it is easier to spot.


GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["attack_motion_variable_name"] = "Weapon_Range_Tracking_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["hardpoint_weapon_variant_motion_name"] = "Weapon_Range_Upgrade_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["horizontal_aim_motion_variable_name"] = "Aim_Horizontal_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["shoot_motion_variable_name"] = "Weapon_Range_Firing_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["vertical_aim_motion_variable_name"] = "Aim_Vertical_Right"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["muzzle"]["x"] = 0.800
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["muzzle"]["y"] = 2.500
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["muzzle"]["z"] = -1.000
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["name_for_this_weapon_choice"] = "eldar_bright_lance"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["origin"]["x"] = 0.800
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["origin"]["y"] = 2.500
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["origin"]["z"] = -2.000
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_01"]["weapon"] = "eldar_brightlance_grav_tank"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["muzzle"]["x"] = 0.800
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["muzzle"]["y"] = 2.500
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["muzzle"]["z"] = -1.000
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["name_for_this_weapon_choice"] = "eldar_starcannon"
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["origin"]["x"] = 0.800
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["origin"]["y"] = 2.500
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["origin"]["z"] = -2.000
GameData["combat_ext"]["hardpoints"]["hardpoint_03"]["weapon_table"]["weapon_02"]["weapon"] = "eldar_starcannon_grav_tank"

If that weapon should not excist on falcon, why does it excist in stats and works in game? I also would like to know is it intentional that Starcannon upgrades this Brightlance instead of that peagun on left side of turret? Otherwise good work with patch ;)

RisingPhoenix
6th Nov 04, 12:33 AM
Verified Problem: Ork Stormboyz have no tp_armor_high entry



GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 56.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 74.074
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 62.267
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 64.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"] = Reference("tp_infantry_heavy_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 41.975
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 9.123 Relevent typo in bold, along with the line, clearly showing a duplicate entry.

RisingPhoenix
6th Nov 04, 12:40 AM
Verified problem: ork_research_warboss_ranged_1.lua lacks the relevent lines to make the research visible but unselectable, meaning it suddenly appears at the appropriate pop level - most people never know about it.

Verified Problem: Chaos sorc's Bedlam Staff does 0 damage to tp_building_medium. Relevent typo:

GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 91.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_building_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 26.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_vehicle_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 35.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference("tp_building_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 29.800

Thorak
6th Nov 04, 4:15 AM
it seems that the conceal fix for the seer council is not working correctly: i could not find any eldar_conceal_seer.lua, this disables conceal for the council. i assume that the missing eldar_conceal_seer was meant to inherit from eldar_conceal and overwrite the application type from apply_to_squad with apply_to_entity.

eldar_squad_banshees.lua, eldar_squad_dark_reapers.lua and eldar_squad_warp_spider.lua seem to be missing

GameData["squad_leader_ext"]["add_while_moving"] = trueunless it was a design decision that those squads are supposed to stop movement for a moment to add their exarch.

meppa
6th Nov 04, 5:02 AM
Apparenty Relic forget to add eldar_conceal_seer.lua file in abilities, but changed that to eldar_warlock_seer.lua. This means that this line

GameData["ability_ext"]["abilities"]["ability_02"] = "eldar_conceal_seer"

Doesn't point to anything and seer council doesn't get any benefit from conceal. How nice ;). Of course i might be blind and just can't see that file. Here is part of that directory listing that should have that file. It is in alphabetical order.

11/06/2004 01:38 AM 211 eldar_abilities.nil
11/06/2004 01:38 AM 2,666 eldar_bonessong.lua
11/06/2004 01:38 AM 1,316 eldar_conceal.lua
11/06/2004 01:38 AM 524 eldar_crack_shot.lua
11/06/2004 01:38 AM 5,314 eldar_eldritchstorm.lua
11/06/2004 01:38 AM 908 eldar_eldritchstorm_fx.lua

Nope, can't see that eldar_conceal_seer.lua :(

Last but not least. Eldar plasmagrenade2 still inherits marine frag grenade instead of eldar plasmagrenade. As an eldar player i am bit disappointed in this. As all of these 3 bugs i have reported here were known issues and even had fan made patches. Still they are broken after patch.

RisingPhoenix
6th Nov 04, 9:52 AM
Are we sure the seer's council thingy is broken? That calls for in-game testing.

meppa
6th Nov 04, 9:56 AM
Pretty sure. Since there isn't a file that is named correctly anywhere.

Mirage Knight
6th Nov 04, 12:52 PM
Meppa:

I'll second that! Fluff-wise, Falcons are supposed to have Brightlances right off the bat. If Relic is concerned about the potential balance issue of the Eldar having an IFV perhaps too early in the game (which in my opinion really isn't an issue), they should make it so you have a choice between upgrading to a Star Cannon or a Brightlance. I think this is what they originally intended to do with the Falcon back in the early developement stages of the game but it seems it fell through the cracks as it were.

It seems Relic also forgot to fix the issue with the Landraider's Lascanons not doing the same amount of damage against medium infantry.

LEFT Cannon

GameData = Inherit("space_marine_lascannon_twin")

GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 8.413
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 24.500
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 24.019
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 23.820
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 8.750
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 8.750
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference("tp_vehicle_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 20.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 20.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference("tp_vehicle_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"] = Reference("tp_infantry_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 4.083
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 8.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"] = Reference("tp_building_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 5.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 10.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"] = Reference("tp_building_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 880.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 770.000
GameData["cost"]["time_seconds"] = 25.000
GameData["fire_cone_angle"] = 15.000
GameData["linger_on_target_after_fire_time"] = 2.000
GameData["max_range"] = 35.000
GameData["max_traverse_left"] = -195.000
GameData["max_traverse_right"] = 15.000

RIGHT CANNON

GameData = Inherit("space_marine_lascannon_twin")

GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 8.413
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 24.500
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 24.019
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 23.820
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 8.750
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 8.750
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference("tp_vehicle_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 20.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 20.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference("tp_vehicle_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"] = Reference("tp_infantry_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 5.833
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 8.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"] = Reference("tp_building_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 5.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 10.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"] = Reference("tp_building_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 880.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 770.000
GameData["cost"]["time_seconds"] = 25.000
GameData["fire_cone_angle"] = 15.000
GameData["linger_on_target_after_fire_time"] = 2.000
GameData["max_range"] = 35.000
GameData["max_traverse_left"] = -15.000
GameData["max_traverse_right"] = 195.000

meppa
6th Nov 04, 1:20 PM
OK, I shortened this conversation up into one post as suggested by meppa, so it doesn't clutter up this thread.
Nice work on finding the typos so far guys, keep em coming. -Moe


meppa: Mirage Knight, it isn't even about that. It already has a bright lance, it is only invisible :P



Mirage_Knight: Meppa:

So you're saying that BEFORE tweaking the LUA the Falcon's doing damage with an invisible Brightlance?

It doesn't appear so, but I haven't tested it under controlled conditions yet - IE: sending a lone unmodified Falcon up against a building and seeing what happens.

I'll let you guys know

Edit: Tested. The Brightlance is indeed invisible: while there's no visible weapon or firing animation, there is a Brightlance hit effect on enemy structures and units. Good call Meppa!




meppa: Yep My tweak only made that lance invisible. As all modders know, that line only tells model file what animations it should use.

Don't expect miracles. It is heavily nerfed brightlance. does less then 100 damage in 3 secs. But it looks cool.


Mirgae_Knight:

So the damage stats should be based on the Brightlance used by the Wraithlord perhaps?


meppa: Well.. that would be obviously bit overpowering on so cheap vehicle. I just want it to show in game and that starcannon to move on other side. I don't mind if it doesn't gain any new strenght. I just want it to look good and look as it is supposed to look. But this is getting off topic from other lua problems.

Moe could clean this up a bit and edit this conversation into a shorter one post combination so it doesn't mess up this thread.

RisingPhoenix
6th Nov 04, 3:56 PM
It looks like somebody at Relic slipped on the stormboyz speed enabler. From the looks of it the stormboyz speed research effects only the stormboy leader, since it is lacking any "apply_to_entity_type" line for the regular boyz.



GameData = Inherit("ork_research_speed_boost")

GameData["modifiers"]["modifier_01"]["target_type_name"] = "ork_stormboy"
GameData["modifiers"]["modifier_02"] = Reference("no_modifier")
GameData["modifiers"]["modifier_02"]["application_type"] = "apply_to_entity_type"
GameData["modifiers"]["modifier_02"]["exclusive"] = true
GameData["modifiers"]["modifier_02"]["target_type_name"] = "ork_stormboy_nob_leader"
GameData["modifiers"]["modifier_02"]["value"] = 1.300
GameData["time_cost"]["cost"]["power"] = 35.000
GameData["time_cost"]["cost"]["requisition"] = 25.000
GameData["time_cost"]["time_seconds"] = 40.000
GameData["ui_hotkey_name"] = "ork_speed_boost_stormboyz_research"
GameData["ui_index_hint"] = 12.000
GameData["ui_info"]["help_text_id"] = "$96101"
GameData["ui_info"]["help_text_list"]["text_01"] = "$96102"
GameData["ui_info"]["screen_name_id"] = "$96100"

Compare this to the ork vehical speed boost and you'll see a huge difference in the code:



GameData = Inherit("ork_research")

GameData["modifiers"]["modifier_01"] = Reference("speed_maximum_modifier")
GameData["modifiers"]["modifier_01"]["application_type"] = "apply_to_entity_type"
GameData["modifiers"]["modifier_01"]["exclusive"] = true
GameData["modifiers"]["modifier_01"]["target_type_name"] = "ork_trukk"
GameData["modifiers"]["modifier_01"]["value"] = 1.300
GameData["modifiers"]["modifier_02"] = Reference("speed_maximum_modifier")
GameData["modifiers"]["modifier_02"]["application_type"] = "apply_to_entity_type"
GameData["modifiers"]["modifier_02"]["exclusive"] = true
GameData["modifiers"]["modifier_02"]["target_type_name"] = "ork_wartrak"
GameData["modifiers"]["modifier_02"]["value"] = 1.300
GameData["requirements"]["required_1"] = Reference("required_total_pop")
GameData["requirements"]["required_1"]["population_required"] = 31.000
GameData["requirements"]["required_10"] = Reference("required_structure")
GameData["requirements"]["required_10"]["is_display_requirement"] = true
GameData["requirements"]["required_10"]["structure_name"] = "ork_boy_hut"
GameData["time_cost"]["cost"]["power"] = 40.000
GameData["time_cost"]["cost"]["requisition"] = 40.000
GameData["time_cost"]["time_seconds"] = 50.000
GameData["ui_hotkey_name"] = "ork_speed_boost_research"
GameData["ui_index_hint"] = 9.000
GameData["ui_info"]["help_text_id"] = "$96111"
GameData["ui_info"]["help_text_list"]["text_01"] = "$96112"
GameData["ui_info"]["icon_name"] = "ork_icons/speed_boost_vehicle_research_icon"
GameData["ui_info"]["screen_name_id"] = "$96110"

meppa
6th Nov 04, 4:03 PM
Actually. It doesn't work for that leader becouse of.

GameData["modifiers"]["modifier_02"] = Reference("no_modifier")

But works for normal boyz becouse of.

GameData = Inherit("ork_research_speed_boost")

which makes them have also these lines.

GameData["modifiers"]["modifier_01"] = Reference("speed_maximum_modifier")
GameData["modifiers"]["modifier_01"]["application_type"] = "apply_to_entity_type"
GameData["modifiers"]["modifier_01"]["exclusive"] = true
GameData["modifiers"]["modifier_01"]["value"] = 1.300

So regular boyz get boost, but since modifier_02 is no modifier nob doesn't benefit from it.

RisingPhoenix
6th Nov 04, 4:05 PM
Ok, now I'm getting a better understanding of how these things work, though why they want the leader to be slower then the rest is beyond me. I'm going to call it a typo, since I can't think of a single good reason to include all that code just to disable it.

RisingPhoenix
7th Nov 04, 5:13 PM
I've checked most of the previously listed problems, and it looks like they've fixed most of them. Anyone else find any more?

Thorak
8th Nov 04, 3:15 AM
several of the space marine ebps have ineffective cost entries in their lua files, possibly remains of an earlier development stage. while this is not an issue by itself, i suggest that those should be removed to prevent any confusion - or worse - an update of the wrong value if costs should be changed during a balance adjustment.

just to give an example, the scout_marine.lua contains

GameData["cost_ext"]["cost_req"] = 45.000
GameData["cost_ext"]["cost_time"] = 3.000
GameData["cost_ext"]["time_cost"]["cost"]["requisition"] = 45.000
GameData["cost_ext"]["time_cost"]["time_seconds"] = 6.000
i am pretty sure the two upper lines do not havy any effect on gameplay.

luas with these kind of entries are: apothecary, dreadnought_hellfire_variant, force_commander, land_raider, land_speeder, librarian, predator, rhino, scout_marine, sergeant, skull_probe and terminator.

RisingPhoenix
8th Nov 04, 1:18 PM
Thorak - this is probably intentional. My bet is the upper lines contain the data used during the missions. By locking the prices as constant no matter what balance changes are made Relic can make sure a mission doesn't become disturbingly easy or ridiculously tough because of price changes.

Vertigo
9th Nov 04, 12:37 AM
Conceal no longer works on Seer Council. Spiffy!

The problem is this line in eldar_warlock_seer.lua:



GameData["ability_ext"]["abilities"]["ability_02"] = "eldar_conceal_seer"


...which overwrites the inherited working ability, eldar_conceal, with the ability eldar_conceal_seer. Alas, this new ability is not defined anywhere.

I ran some tests that confirm Conceal does not work.

Thorak
9th Nov 04, 1:54 AM
RisingPhoenix, the costs are not used in singleplayer unless you encountered a mission where you get hellfire dreadnoughts for free and instantaneously - and even if they were used in singleplayer, why would one some of the space marine units get those tags?

there is still an issue with the squiggoth big shootas, "ork_big_shoota_twin_squig_r" and "ork_big_shoota_twin_squig_l":
the right gun has a two armour piercing entries for "tp_vehicle_med", but none for "tp_vehicle_high". these are entry_02 and entry_03, inherited from "ork_big_shoota".
since the left gun is essentially the same, except entry_ 03 being changed to "tp_vehicle_high", i assume that entry_03 of the right gun was meant to be for "tp_vehicle_high", too.

another interesting fact about the left/right lascannons of the space marine predator and land raider:
while the left lascannon from the predator is 42.86% stronger against light buildings than the right one, the right lascannon from the land raider is 42.86% stronger against light infantry than the left one.
i believe that the one of the tanks (probably the predator) was meant to receive a buff to both lascannons, but someone mixed up the files and changed the left lascannon from the predator and the right lascannon from the land raider.

RisingPhoenix
9th Nov 04, 3:24 AM
Thorak - didn't thoroughly check, I know a lot of gaming companies have been buffering the cost after seeing strange stuff happen to starcraft. I remember the expensive zergling pools made some missions a lot tougher then they needed to be because they were balanced for you to need a building that was about half the cost and took less time to build. Not impossible, but it was an annoying thing.

Moe
9th Nov 04, 1:07 PM
Sps, Fluxx, I split your posts off into a different topic so this one doesn't get cluttered. Please continue the discussion here (http://forums.relicnews.com/showthread.php?t=47109).

meppa
10th Nov 04, 3:33 AM
Another one. This time in space_marine_shooting_weapons.lua

GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference("tp_infantry_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"] = Reference("tp_infantry_heavy_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference("tp_vehicle_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"] = Reference("tp_vehicle_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference("tp_vehicle_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"] = Reference("tp_monster_high")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"] = Reference("tp_commander")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"] = Reference("tp_building_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_type"] = Reference("tp_building_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"] = Reference("tp_building_high")

Bold one should be

GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"] = Reference("tp_monster_med")

hairy potter
10th Nov 04, 11:27 PM
*confirmed* eldar_conceal_seer.lua is missing entirely.

My in-game testing shows conceal provides no benefit to the seer council after the patch.

hairy potter
10th Nov 04, 11:30 PM
Furious charge tooltip states it applies to possessed space marines. .LUA file applies the bonus only to cultists and normal chaos marines.

RisingPhoenix
12th Nov 04, 10:53 AM
Wait, does that mean space marines do no damage to possessed spacce marines? OMFG!

Vertigo
12th Nov 04, 2:43 PM
Nope. Because that entry tends to get overwritten by derived weapons. I know of no SM weapons with null entries for any armor type. AFAIK, they all work.

Vertigo
12th Nov 04, 2:49 PM
Oh, and Exarchs still can't be added unless the squad is standing still.

Vertigo
12th Nov 04, 9:23 PM
Nob Leader Power Klaws appear to be a downgrade, rather than an upgrade:

http://forums.relicnews.com/showthread.php?t=47694

Vertigo
13th Nov 04, 3:28 PM
Question: Should Nob Leader PowerKlaws get the damage boost from the Tougher Bosses upgrade?

They get all the other effects of "Tougher Bosses," so the omission seems inconsistent.

Shadow_MosesX
20th Nov 04, 9:20 PM
Verified problem: ork_research_warboss_ranged_1.lua lacks the relevent lines to make the research visible but unselectable, meaning it suddenly appears at the appropriate pop level - most people never know about it.

same, or similar problem with plasma grenades for eldar, there is no greyed out icon, it just appears.

Samsa
21st Nov 04, 7:56 PM
Chaos autocannons (both predator and defiler) have no armor piercing entry for inf_high and inf_med. Can't post the LUAs since I'm at work, but should be pretty easy to spot. Tested in game.

uffbulle
24th Nov 04, 9:33 AM
im 99% sure about the sc they die like flies and if you watch a rep with them taking heavy fire, youll see the get hit very often.

Excedrin
29th Nov 04, 6:03 PM
The following weapons have missing piercing entries:
space_marine_bolt_pistol_forcecommander: tp_infantry_med
ork_big_shoota_killakan: tp_building_high,tp_infantry_heavy_high, tp_monster_med
chaos_bedlam_staff: tp_building_med

ork_big_shoota_trukk: tp_vehicle_high
ork_big_shoota_twin_squig_r: tp_vehicle_high

ork_choppa_boyz_stormboyz: tp_infantry_high

ork_shoota_turret: tp_infantry_low
ork_shoota_turret_listeningpost: tp_infantry_low
ork_shoota_turret_waaaghbanner: tp_infantry_low

these have either null or 0 piercing against these armour types.
I know some have been mentioned before, but I haven't seen
the Killa Kan or FC mentioned elsewhere.

guard_grenadelauncher, guard_knife and guard_lasgun have missing
entries also, but I didn't include them because they're single player only.

Sanguinius_nz
30th Nov 04, 8:10 AM
Was fiddling around in the .lua files looking at corruption when I noticed what i think is a error in the target filter entry.

GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_01"] = Reference("tp_infantry_low")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_02"] = Reference("tp_infantry_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_03"] = Reference("tp_vehicle_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_04"] = Reference("tp_infantry_heavy_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_05"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_06"] = Reference("tp_commander")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_07"] = Reference("tp_monster_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_08"] = Reference("tp_monster_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_09"] = Reference("tp_vehicle_low")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_10"] = Reference("tp_vehicle_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_11"] = Reference("tp_vehicle_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_12"] = Reference("tp_builder")

Please notice how tp_vehicle_high is listed twice once in the infantry (in bold) section and again later on with the other vehicle armour classes, I suspect that the first entry should be tp_infantry_high and not vehicle.

Again checking the .luas for what symbol of chaos actually effects and what it does.
Came across a similar problem that appeared under the chaos sorcerers corruption ability with the target filter section

GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_01"] = Reference("tp_infantry_low")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_02"] = Reference("tp_infantry_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_03"] = Reference("tp_vehicle_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_04"] = Reference("tp_infantry_heavy_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_05"] = Reference("tp_infantry_heavy_high")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_06"] = Reference("tp_commander")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_07"] = Reference("tp_monster_med")
GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_08"] = Reference("tp_monster_high")

The 3rd value down stats tp_vehicle_heavy (in bold) when im fairly certain it should be tp_infantry heavy, I would assume this would mean that tp_infantry heavy would not get any bonus from symbol but tp_vehcile_heavy types might.

Moe
30th Nov 04, 9:52 AM
Thanks Sanguinius.

Pepi
30th Nov 04, 11:12 AM
Im a Newb when it comes to .ula files BUT isint it possible for someone who knows how, to simly adjust each setting even a tad to u know dammage more/ extra armor?? and BASICLY cheat?? LOL

Im asking this because I play Lots of Quake 3 and we always spot bots and Edited files as nomachine gun spread etc, which is cheating... they may need a punkbuster for DoW? hope not.. think of the lag. yikes btw <...FpAb!Command3r thats me In Quake 3 :D

Moe
30th Nov 04, 12:06 PM
Pepi: no, because then you'd get a sync error. You can "cheat" that way only in single player, in MP everybody has to have the same .lua files.

logo
9th Dec 04, 1:40 PM
Well there's a big one you all are missing for lua files...


Chaos/SM frag_grenades have no armor type entry for infantry_high, infantry_heavy_med or infantry_heavy_high. As such they only do damage to infantry_med and infantry_low.

For orks it's even worse. Ork grenades do NO actual damage.

From Chaos_frag_grenades.lua:

GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 90.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 90.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference("tp_infantry_med")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 95.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 85.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 0.100

With no reference to the other 3 infantry types no damage is done (the 100 armor pierce value isn't applied).

Hunter
11th Dec 04, 3:40 PM
I can verify that corruption is bugged. It does no damage to tp_infantry_high.

Also I noticed that marine sergeants and chaos aspiring champs don't benefit from bionics since they don't inherit from the basic marine types.

I find it hard to believe that this is by design since bionics states that it affects all marines and there are units shouldn't get bionics but do (like horrors).

Thorak
13th Dec 04, 8:29 AM
as far as i can tell, the "armour_piercing" entry for the stikkbombs is working just fine, they definitely deal damage to opposing infantry in skirmish games.

however, the stikk bombs have a relatively low travel speed (compared to the other grenades), so they miss moving squads fairly often - especially if you did not manage to target the squad but only clicked at the ground.

sixide
1st Jan 05, 3:15 PM
I found that the squiggoth big shoota penetrations are very odd, and very possibly bugged.

The right big shoota has 2 penetrations for vehicle_med, and none for vehicle_high. The left has both. entry_03 is referenced incorrectly in the right lua.
The monster_high penetration of 10 seems very odd considering it does absolute minimum damage to infantry_heavy_med and monster_med. It is defined back in ork_big_shoota_twin.lua.
infantry_heavy_high's definition comes from the fallback armour_piercing value listed in ork_big_shoota.lua, meaning it was never actually defined in the entry_08 table. It's value of 5 seems suspect when it does absolute minimum to heavy_med.
It seems peculiar that the shootas do so much damage to vehicles, and so little to infantry, when other big shootas are essentially the opposite.

Of all these, only the first item is surely a mistake. The rest are suspicions.

Aetherfox
6th Jan 05, 9:00 PM
new bug found (perhaps feature?) all healing auras (chaos taint, eldar waystation, sm apothecary) can heal their commander units

but the ork mad dok aura (ork_docstools.lua) is missing target filter table entry for tp_commander. i feel this is very unfair and it cannot possibly be intended = ( please fix. tested in game and confirmed.

edit : it is also missing entries allowing healing to occur as an area of effect... currently mad doks only heal self and squad.

while marines apothecaries do heal AOE.

psychodil
23rd Jan 05, 8:33 AM
Also squiggoth big shootas do minimal damage to inf_heavy_med and inf_heavy_high. think it is missing armour piercing values.

Excedrin
24th Jan 05, 3:43 AM
Also squiggoth big shootas do minimal damage to inf_heavy_med and inf_heavy_high. think it is missing armour piercing values.
It's also missing monster_med

komninosm
24th Jan 05, 2:06 PM
If a value is missing doesn't it get the default which is at the top of the list with the armour piercing? Isn't that sometimes as high as 10% while other penetrations are lower than that? So infact not all omissions cause a big difference in performance? Just asking...

Excedrin
26th Jan 05, 2:36 AM
I'm not sure, but at the very least, try a FC's ranged attack vs scouts. He does very little damage to them. So apparently this
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing"] = some number
is unused.

Here's the relevant portion from the FC:
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 72.222
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_type"] = Reference("tp_infantry_low")
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 52.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"] = Reference("tp_infantry_low")

Note that it's two entries for infantry_low

I'd like this particular one fix because it'd be cool if the FC could kill scouts that he was chasing.

Aetherfox
26th Jan 05, 3:07 AM
all the bug fixes that i have included in my bugfix and balance mods, has been forwarded to the relic people in charge of doing the bug fixes and they've told me that they added it to their bug list database, whatever that means.

this includes the FC ranged attack =Þ good job anyhow.

komninosm
27th Jan 05, 1:54 AM
I'm not sure if this belongs here, but Stormboy Nob leader is cheaper than slugga Nob. This seem totally wrong to me and may be a typo. They should be the other way around or equal in price.

komninosm
9th Feb 05, 3:09 AM
I think Aetherfox also found out that Apothecary aura stacks with their heal squad multplier making the squad the Apoth is heal at 16x not 4x.
Hell the Mad Doks don't even have a working aura. Only the webways work ok.

komninosm
15th Feb 05, 9:46 AM
Ork final Listening Post upgrade has penetration values that make it identical to SM one not a vehicle killer like it's supposed to be with rockits.

Eldar is even worse since the brightlances do very little damage to anything. Only the building penetrations are ok. It seems like someone stopped midway though fixing them.
Apparently they didn't even start fixing Ork LP3s.

komninosm
22nd Feb 05, 6:02 AM
I'm not sure this belongs here, but here it goes.
In my thread there I explain why so many errors happened.
http://forums.relicnews.com/showthread.php?t=56819
I give a suggestion on how to make the system more efficient and less prone to errors and actually require less work. Consistency is great.
It's probably too late to restart on all the weapons for the original, but would you, RELIC devs, consider this for the expansion?
It should not take more than a couple of days work for 1 guy to fix all this.

To prove it I'm going to do it myself after you release the 1.3 patch.

moenrg
22nd Feb 05, 8:35 PM
Don't forget that SM sargeants don't get any benefit from bionics upgrades.

komninosm
23rd Feb 05, 8:30 AM
I don't think any leaders does for any race.
The Nob Leaders get the commander upgrades, though. Seems silly.

Hunter
28th Feb 05, 9:24 PM
I don't think any leaders does for any race.
The Nob Leaders get the commander upgrades, though. Seems silly.

No, ork and eldar leaders benefit from commander/health upgrades. CSM and SM get the shaft but that's how it is.

Also I've found another bug with the chaos sorceror. His area of effect attack doesn't seem to have any entry for tp_infantry_high. I don't know whether this means he'll be doing 0% or 100% damage to them when he uses it.

komninosm
1st Mar 05, 10:36 AM
That is incorrect. Eldar leader do not benefit. Don't post info that isn't correct.

http://forums.relicnews.com/showthread.php?t=57298
shows that embolden is bugged too, among other things like the Vyper missile.

Hunter
2nd Mar 05, 12:49 PM
Take your own advice. Eldar_research_infantryhealth_1 and Eldar_research_infantryhealth_2 clearly show all eldar infantry except seer council benefiting. And exarchs inherit from base infantry types, unlike chaos aspiring champions and SM sergeants which means they benefit from the upgrades.

komninosm
2nd Mar 05, 7:03 PM
Hunter, post a new thread about this somewhere (bug forum or mod forum) and let's edit/delete our posts here after the truth is determined. Personally I had a warlock left alone today, but they don't even inherit guardians so not real proof.
I'll tell you how I think it works. If the banshee had an ability that was activated by research and gave it 120% health then that ability would be inherited.
However the health research doesn't work that way. It is modifier for specific entities. It doesn't enable any ability.
Feel free to mod the squad of a banshee. Set the reinforce of the leader to 1 sec and the squad loadout to 1 banshee. Then make the researches available from the HQ and cost 1/1 or something and 1 sec to complete. Give the banshee negative regen so that it dies and you're left with the exarch. See for yourself. OK?

Hunter
2nd Mar 05, 8:29 PM
I just tested it in a quickstart game. You are correct. Eldar unit commanders don't benefit from the health upgrade (tested it with banshee exarchs). That said I withdraw my complaint about SM/CSM commanders not benefiting from upgrades.

komninosm
3rd Mar 05, 4:51 PM
Also the same thing happens with the StormBoy Nob Leader, who doesn't get the +100 hitpoints for commander upgrades like normal Nob Leaders, though he inherits from them.
I wasn't trying to offend you. I just thought we should check stuff before we post them. That's why I first made an embolden thread before I posted it here. To get confirmation by a second party. Have a nice day.

Thorak
4th Mar 05, 4:00 AM
just for clarification: inheritances are resolved at the start of the game, modifiers that are applied during gameplay do not get inherited.

komninosm
22nd Mar 05, 4:47 PM
http://forums.relicnews.com/showthread.php?p=872019#post872019
CL morale regen bonus is +12, when it should be +2.

http://forums.relicnews.com/showthread.php?t=58853
Also you seem to have forgotten to disable charge speed bonus for cultists and bashees like you did for the CSM, before relevant research (if it was intended then at very least the furious charge and howling research help text is wrong).

http://forums.relicnews.com/showthread.php?t=57785
Finally this is probably what's wrong with the FC stun and how it could be fixed.

[Vertigo]
24th Mar 05, 12:05 AM
Fist off, +12 morale regen could be intended feature not a typo, my point is you don't know if it is or not. Secondly, nothing is wrong with the FC stun, it is working pefectly.

komninosm
24th Mar 05, 4:38 PM
[Vertigo] could you delete your post here and post your complaint in the thread discussing that particular bug. I'll delete this post too to keep this thread unclutered (or some mod will delete both our posts).
Your reasoning for the CL is total BS and you know it.
BTW saying the FC stun is working perfectly makes you even more silly.
You might want to remove evidence of your idiocy.

[Vertigo]
24th Mar 05, 6:03 PM
The FC stun isn't a LUA typo, it is working as intended by the devs. And again you don't have any proof that the CL morale regen when he is attached to a squad isn't an intended feature of the Chaos army.

[Vertigo]
27th Mar 05, 6:47 PM
I don't know whether this is intended or not but it is strange for a infantry type to have this. The Chaos Obliterators have no cover bonuses or penelties applied to them.



----------------------------------------
-- File: 'chaos_obliterator'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

...
GameData["cover_ext"]["cover_heavy"]["modifiers"]["modifier_02"]["value"] = 1.000
GameData["cover_ext"]["cover_light"]["modifiers"]["modifier_02"]["value"] = 1.000
GameData["cover_ext"]["cover_negative"]["modifiers"]["modifier_02"]["value"] = 1.000
...


At least that is what I am led to believe from their files.

komninosm
1st Apr 05, 3:55 AM
[Vertigo] I didn't say the FC stun was a lua typo, but it certainly isn't working as intended (in the luas) and it can be fixed by simple changes to the lua.
You're embarassing yourself by stating that 'nothing is wrong with the FC stun, it is working pefectly'. Perfectly? PERFECTLY? WTF dude, are you crazy? Stop taking those drugs, or start taking them if they were prescribed (by a doctor preferably).

About the CL thing, your attitude is 'no it isn't', wow! Your logic is stunning, that can be said about anything in this (and other) thread(s).

BTW the oblit 'penelties' (sp) are meant because they are rather big. See I'm following your logic.
SERIOUSLY though, Oblits get the ranged damage cover bonuses/penalties for cover just fine, like normal troops. What they don't get is the speedmax cover penalties (like scouts. Termies do get those move penalties. Even tanks and walkers get 'some' penalties. It's also weird how chaos units get 80% speed (except Oblits) in negative cover same as other races, but SM get 90%. Also scouts do get 90% speed in negative cover (but 100% in light and heavy) and they get a 60% ranged damage received value for light cover instead of the 75% of other units. Weird is all, not shouting 'fix it fix it fix it'. The CL typo is obvious though and anyone but a true fanboy biased [expletive deleted] like yourself could say otherwise.

n0z3k1ll3r
2nd Apr 05, 2:26 AM
Kom... you are wrong about the FC stun. It doesn't stop rotation. It does in fact seem to be working perfectly.

komninosm
2nd Apr 05, 9:22 AM
Why do people then complain that their hero takes out their pistol and doesn't re-engage in melee even when directly ordered too? In any case even if my theory isn't correct (though some guy here tested it for me), the FC stun does appear NOT to be working perfectly by any measure. It could be working fine, or passable, but certainly not PERFECTLY. Otherwise there wouldn't be so many complaints about it now would there?

[Vertigo]
3rd Apr 05, 2:41 AM
"Otherwise there wouldn't be so many complaints about it now would there?"

Quiet a few of the threads that I have read about the FC stun comes from ignorance about it. People don't know what the stun is effecting their heros, that is where most of the complaints come from. Since their is really no tool tip that tells you explicitly about the Force Commander's stun ability, and the fact there is no graphic representation of when the stun is working that leds alot of people to cry bug. The stun does everything that the entries in the files tell it to do, i.e. nothing else is happening with it.

The stun is working perfectly in regards to the LUA files, so I don't think that it is a file or entry that is causing the problem of not engaging in melee even when commanded. This leds me to believe that it might be another type of problem, something that shouldn't be brought up in this thread; unless of course you have a solution that uses custom entries in the files to work around the problem stated above.

komninosm
8th Apr 05, 3:44 AM
Even if you think the only thing missing is an FX that should be added in the LUAs, no?
Got you there Vert :-p
Though I'm fairly sure I've given orders to attack the FC when my heroe was stunned and he didn't do it at times. How do you explain that? Lag? I don't think so...

[Vertigo]
11th Apr 05, 7:01 PM
I have made a fix for the Defiler's weapon problem. This fix will allow the AC and the BC to work with each other much better than they do now.



----------------------------------------
-- File: 'chaos_heavy_flamer_defiler'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("chaos_heavy_flamer")

GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 45.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 40.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 35.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 30.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 25.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 10.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_piercing_value"] = 30.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 10.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 25.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 20.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 20.000

GameData["attack_priorities"]["priority_01"] = Reference("tp_infantry_low")
GameData["attack_priorities"]["priority_02"] = Reference("tp_infantry_med")
GameData["attack_priorities"]["priority_03"] = Reference("tp_infantry_high")
GameData["attack_priorities"]["priority_04"] = Reference("tp_infantry_heavy_med")
GameData["attack_priorities"]["priority_05"] = Reference("tp_infantry_heavy_high")
GameData["attack_priorities"]["priority_06"] = Reference("tp_monster_med")
GameData["attack_priorities"]["priority_07"] = Reference("tp_monster_high")
GameData["attack_priorities"]["priority_08"] = Reference("tp_vehicle_low")
GameData["attack_priorities"]["priority_09"] = Reference("tp_vehicle_med")
GameData["attack_priorities"]["priority_10"] = Reference("tp_vehicle_high")

GameData["fire_cone_angle"] = 90.000
GameData["horizontal_traverse_speed"] = 45.000
GameData["max_traverse_down"] = -40.000
GameData["max_traverse_left"] = -1.000
GameData["max_traverse_right"] = 1.000
GameData["vertical_traverse_speed"] = 30.000




----------------------------------------
-- File: 'chaos_autocannon_twin_defiler'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("chaos_autocannon_twin")

GameData["fire_cone_angle"] = 90.000
GameData["max_traverse_left"] = -1.000
GameData["max_traverse_right"] = 1.000




----------------------------------------
-- File: 'chaos_battlecannon'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("chaos_shooting_weapons")

GameData["area_effect"]["area_effect_information"]["area_effect_events"]["dirtsand"] = "ground_impact/Impact_Chaos_Battlecannon_Dirt"
GameData["area_effect"]["area_effect_information"]["area_effect_events"]["grass"] = "ground_impact/Impact_Chaos_Battlecannon_Dirt"
GameData["area_effect"]["area_effect_information"]["area_effect_events"]["rock"] = "ground_impact/Impact_Chaos_Battlecannon_Dirt"
GameData["area_effect"]["area_effect_information"]["area_effect_events"]["water"] = "ground_impact/artillery_impact_water"
GameData["area_effect"]["area_effect_information"]["area_type_name"] = "area_circle"
GameData["area_effect"]["area_effect_information"]["filter_type"] = "all"
GameData["area_effect"]["area_effect_information"]["radius"] = 7.000
GameData["area_effect"]["throw_data"]["direction_angle_random"] = 15.000
GameData["area_effect"]["throw_data"]["force_max"] = 70.000
GameData["area_effect"]["throw_data"]["force_min"] = 45.000
GameData["area_effect"]["throw_data"]["up_angle_max"] = 60.000
GameData["area_effect"]["throw_data"]["up_angle_min"] = 20.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing"] = 2.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 23.333
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 23.333
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 23.333
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 23.333
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 23.333
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 66.667
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 66.667
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 66.667
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_piercing_value"] = 23.333
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_piercing_value"] = 66.667
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 16.667
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 100.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 165.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 135.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 25.000
GameData["area_effect"]["weapon_damage"]["armour_damage"]["morale_damage"] = 75.000
GameData["attack_priorities"]["priority_01"] = Reference("tp_infantry_low")
GameData["attack_priorities"]["priority_02"] = Reference("tp_infantry_med")
GameData["attack_priorities"]["priority_03"] = Reference("tp_infantry_high")
GameData["attack_priorities"]["priority_04"] = Reference("tp_infantry_heavy_med")
GameData["attack_priorities"]["priority_05"] = Reference("tp_infantry_heavy_high")
GameData["attack_priorities"]["priority_06"] = Reference("tp_monster_med")
GameData["attack_priorities"]["priority_07"] = Reference("tp_monster_high")
GameData["attack_priorities"]["priority_08"] = Reference("tp_vehicle_low")
GameData["attack_priorities"]["priority_09"] = Reference("tp_vehicle_med")
GameData["attack_priorities"]["priority_10"] = Reference("tp_vehicle_high")
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_flesh"] = "data:art/events/unit_impact_events/Unit_Thrown_Smoke_Spray.events"
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_heavy_metal_armour"] = ""
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_light_metal_armour"] = "data:art/events/unit_impact_events/Unit_Thrown_Smoke_Spray.events"
GameData["area_effect"]["weapon_damage"]["hit_events"]["tp_stone"] = ""
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["max_lifetime"] = 5.000
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"] = Reference("speed_maximum_modifier")
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["exclusive"] = true
GameData["area_effect"]["weapon_damage"]["modifiers"]["modifier_01"]["modifier"]["value"] = 0.500
GameData["fired_projectile"] = "battlecannon_shell"
GameData["horizontal_traverse_speed"] = 45.000
GameData["max_range"] = 80.000
GameData["max_traverse_down"] = -40.000
GameData["max_traverse_left"] = -180.000
GameData["max_traverse_right"] = 180.000
GameData["min_range"] = 20.000
GameData["miss_events"]["dirtsand"] = "ground_impact/Impact_Chaos_Battlecannon_Dirt"
GameData["miss_events"]["grass"] = "ground_impact/Impact_Chaos_Battlecannon_Dirt"
GameData["miss_events"]["rock"] = "ground_impact/Impact_Chaos_Battlecannon_Dirt"
GameData["miss_events"]["water"] = "ground_impact/artillery_impact_water"
GameData["reload_time"] = 5.000
GameData["ui_effective_against"]["text_01"] = "$37954"
GameData["ui_effective_against"]["text_02"] = "$37955"
GameData["ui_effective_against"]["text_03"] = "$37957"
GameData["vertical_traverse_speed"] = 30.000



The lines in bold are the only things that I have changed. I tested this out in a skrimish against the AI and the Defilers used their Auto Cannons 99% of the time. There were a few times they didn't fire the AC but those were extremely rare. I added the target list to the flamer for completeness sake, I doubt the flamer will suffer from the same problem as the AC, but I didn't want it to have that chance.

[Vertigo]
8th May 05, 3:01 PM
I can't believe I just saw this, the second bigga shoota upgrade does no give the full damage upgrade to Wartracks, but does to Trucks.



----------------------------------------
-- File: 'ork_research_bigshoota'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("ork_research")

GameData["modifiers"]["modifier_01"] = Reference("max_damage_weapon_modifier")
GameData["modifiers"]["modifier_01"]["target_type_name"] = "ork_big_shoota_trukk"
GameData["modifiers"]["modifier_01"]["value"] = 1.150
GameData["modifiers"]["modifier_02"] = Reference("min_damage_weapon_modifier")
GameData["modifiers"]["modifier_02"]["target_type_name"] = "ork_big_shoota_trukk"
GameData["modifiers"]["modifier_02"]["value"] = 1.150
GameData["modifiers"]["modifier_03"] = Reference("max_damage_weapon_modifier")
GameData["modifiers"]["modifier_03"]["target_type_name"] = "ork_big_shoota_shoota"
GameData["modifiers"]["modifier_03"]["value"] = 1.150
GameData["modifiers"]["modifier_04"] = Reference("min_damage_weapon_modifier")
GameData["modifiers"]["modifier_04"]["target_type_name"] = "ork_big_shoota_shoota"
GameData["modifiers"]["modifier_04"]["value"] = 1.150
GameData["modifiers"]["modifier_05"] = Reference("max_damage_weapon_modifier")
GameData["modifiers"]["modifier_05"]["target_type_name"] = "ork_big_shoota_slugga"
GameData["modifiers"]["modifier_05"]["value"] = 1.150
GameData["modifiers"]["modifier_06"] = Reference("min_damage_weapon_modifier")
GameData["modifiers"]["modifier_06"]["target_type_name"] = "ork_big_shoota_slugga"
GameData["modifiers"]["modifier_06"]["value"] = 1.150
GameData["modifiers"]["modifier_07"] = Reference("max_damage_weapon_modifier")
GameData["modifiers"]["modifier_07"]["target_type_name"] = "ork_big_shoota_twin_wartrak"
GameData["modifiers"]["modifier_07"]["value"] = 1.150
GameData["modifiers"]["modifier_08"] = Reference("min_damage_weapon_modifier")
GameData["modifiers"]["modifier_08"]["target_type_name"] = "ork_big_shoota_twin_wartrak"
GameData["modifiers"]["modifier_08"]["value"] = 1.150
GameData["requirements"]["required_1"] = Reference("required_total_pop")
GameData["requirements"]["required_1"]["population_required"] = 16.000
GameData["requirements"]["required_10"] = Reference("required_structure")
GameData["requirements"]["required_10"]["is_display_requirement"] = true
GameData["requirements"]["required_10"]["structure_name"] = "ork_pile_o_guns"
GameData["time_cost"]["cost"]["power"] = 25.000
GameData["time_cost"]["cost"]["requisition"] = 25.000
GameData["time_cost"]["time_seconds"] = 60.000
GameData["ui_hotkey_name"] = "ork_big_shoota_research"
GameData["ui_index_hint"] = 2.000
GameData["ui_info"]["help_text_id"] = "$95821"
GameData["ui_info"]["help_text_list"]["text_01"] = "$95822"
GameData["ui_info"]["help_text_list"]["text_02"] = "$95823"
GameData["ui_info"]["icon_name"] = "ork_icons/research_bigshoota_icon"
GameData["ui_info"]["screen_name_id"] = "$95820"


Note modifier 7 and 8.



----------------------------------------
-- File: 'ork_research_bigshoota_2'
-- Created by: AttributeEditor v2.0
-- Note: Do NOT edit by hand!
-- (c) 2001 Relic Entertainment Inc.

GameData = Inherit("ork_research_bigshoota")

GameData["modifiers"]["modifier_01"]["value"] = 1.200
GameData["modifiers"]["modifier_02"]["value"] = 1.200
GameData["modifiers"]["modifier_03"]["value"] = 1.200
GameData["modifiers"]["modifier_04"]["value"] = 1.200
GameData["modifiers"]["modifier_05"]["value"] = 1.200
GameData["modifiers"]["modifier_06"]["value"] = 1.200
GameData["requirements"]["required_1"]["population_required"] = 46.000
GameData["requirements"]["required_10"] = Reference("required_research")
GameData["requirements"]["required_10"]["is_display_requirement"] = true
GameData["requirements"]["required_10"]["research_name"] = "ork_research_bigshoota"
GameData["requirements"]["required_2"] = Reference("required_research")
GameData["requirements"]["required_2"]["research_name"] = "ork_research_bigshoota"
GameData["requirements"]["required_3"] = Reference("global_required_addon")
GameData["requirements"]["required_3"]["global_addon_name"] = "ork_hq_addon"
GameData["time_cost"]["cost"]["power"] = 30.000
GameData["time_cost"]["cost"]["requisition"] = 30.000
GameData["ui_info"]["help_text_id"] = "$95831"
GameData["ui_info"]["help_text_list"]["text_01"] = "$95832"
GameData["ui_info"]["help_text_list"]["text_02"] = "$95833"
GameData["ui_info"]["icon_name"] = "ork_icons/research_more_bigshoota_icon"
GameData["ui_info"]["screen_name_id"] = "$95830"


Notice here that modifier 7 and 8 are not increased to a value of 1.20.