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komninosm
16th Mar 05, 2:02 PM
It's not bugs per se, just weird features.
It seems that some units have some of their charge bonuses enabled before the relevant research.
For example Cultists allready have the 50% speed bonus before furious charge, which only gives the 15% damage bonus. CSM get the speed bonus only after the research.
Similarly Banshees already have their 50% speed bonus before call for war.

TBS
17th Mar 05, 6:05 AM
Im not sure about furious charge but call of war isnt supposed to give a speed bonus - it gives banshees the warshout ability (provided they have an exarch) and upgrades the exarch weapon. I think that all CC specialist units (including cultists although they are more of a CC meatshield) get a speed bonus as they charge into CC.

komninosm
17th Mar 05, 4:46 PM
Actually not all CC units get them, only Orks and Banshees and Cultists and CSM I think.

The thing that makes me say there's maybe a typo is how the furious charge research has a modifier to enable charge bonuses for both the Cultist and the CSM. Yet the CSM is the only one who has the relevant code in his EBPS file to disable the charge modifiers in the first place (they are active by default).
Same thing with the banshees. Call to war research has a modifier to enable charge modifiers for banshee entities and banshee exarchs. But they also don't have the code in their EBPS file that disables it. CSM are the only one that don't start with a charge bonus really.

It may be intentional, but I don't see a reason for it, it just makes banshees more powerful to begin with and makes furious charge a less worthy research (though it does give an extra 15% bonus to the first attack). That's why I didn't post this in the lua problem list thread. I'm not sure about it. It is debatable. Personally I tend to favour the typo theory than the 'it works as intended' stuff. Maybe I'm too cynical.

Demon_Eyes
22nd Mar 05, 6:19 PM
As far as I can tell furious charge research was a melee damage modifier that also increased the charge modifier, since the value is 2.0 and as far as I can tell the melee damage modifier is constant.

komninosm
23rd Mar 05, 5:20 AM
Take a look at the banshee research too. You'll see the value of the modifier that enables charge bonuses there is 200 not 2. I don't think it matter. What matters is if it's 0(no effect either way) or negative(-1 or whatever) or positive(+1 or whatever), it's a toggle.

Look at the CSM code:


GameData["melee_ext"]["charge_modifiers"]["modifier_01"] = Reference("speed_maximum_modifier")
GameData["melee_ext"]["charge_modifiers"]["modifier_01"]["application_type"] = "apply_to_entity"
GameData["melee_ext"]["charge_modifiers"]["modifier_01"]["value"] = 1.500
GameData["modifier_apply_ext"]["modifiers"]["modifier_01"] = Reference("enable_charge_modifiers")
GameData["modifier_apply_ext"]["modifiers"]["modifier_01"]["target_type_name"] = "chaos_marine_bolter"
GameData["modifier_apply_ext"]["modifiers"]["modifier_01"]["value"] = -1.000

The last 3 lines are missing from cultists and banshees and so they start with charging enabled. Banshees don't even get any melee bonus from their research though its help text would have you assumen so.

Demon_Eyes
23rd Mar 05, 1:23 PM
Should be a multiplier, the charge modifier is the speed increase that occurs within a certain range when attacking in melee from what I remember. Though the range on the charge modifier itself was suppose to be something terribly low, like 2 or 3 (barely outside of melee range itself) I think.

komninosm
23rd Mar 05, 7:26 PM
The speed_maximum_modifier IS a multiplier (the same 1.5 in all charging units as it happens, but 1.3 for orks), however the enable_charge_modifiers IS a toggle, like enable_combat_ability (or something like that) in the thunderhammer.lua (-1) and daemonhammer.lua (0).

(if the daemonhammer had 1 instead of 0 value it would actually enable combat for disabled units, think about the ATerm stunning and the FC unstunning o.O)

BTW, the charging range is set right under those lines of code I mentioned, I think, and is usually 15, though it may be 7 for orks (who all seem to have it).
GameData["melee_ext"]["charge_range"] = 7.000

Demon_Eyes
23rd Mar 05, 7:42 PM
ah, ok I see now, yea the enable_ would be a toggle. It has been a while since I looked at that area of the scripting. So the furious charge has no affect on the cultist charge modifier, only enables the charge modifier for CSM.

Hunter
30th Mar 05, 3:49 PM
It may be intentional, but I don't see a reason for it, it just makes banshees more powerful to begin with and makes furious charge a less worthy research (though it does give an extra 15% bonus to the first attack). That's why I didn't post this in the lua problem list thread. I'm not sure about it. It is debatable. Personally I tend to favour the typo theory than the 'it works as intended' stuff. Maybe I'm too cynical.

The 15% bonus is a permanent modifier, not just on the charge. Otherwise the upgrade would be pretty pointless.

komninosm
1st Apr 05, 4:06 AM
You're right Hunter, I was misslead by the game description for some stupid reason, that was the thing I was trying to correct LOL.