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Dark Crusade 1.2 nobrainer fix list

  1. Child's Play Donor Dawn of War Senior Member  #251
    Calculating Maktaka's Avatar
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    Don't be too quick to reduce the capacity of the Daemon Pit. In the campaign you can get a team of Honor Guard Obliterators to load in there too. I'm not sure if there are any special levels (Eldar stronghold maybe) where you can get more, I haven't played through the campaign as Chaos yet.

  2. #252
    anilkocman
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    I fixed some of those you know

  3. #253
    Member The_Guardman's Avatar
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    In the campaign you can get a team of Honor Guard Obliterators to load in there too.
    I Do Not agree. The game is balanced for 1v1 skirmish, not on campaign.
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  4. #254
    Wraith_Lord
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    Orks More Orky Bugz!!

    Add to list under Ork Bugz:


    • Stormboyz Stikk Bombz does 0 morale damage, even though they are technically considered to be anti-infantry grenades. Fix: Assign the Stikk Bombz ability a proper morale damage value.


    • Gretchins have no HP regen value (Note: debatable, as they reinforce for free; however, the Necron Builder Scarabs also reinforce for free and DO have HP regen values). Fix: Assign the Gretchin Squad an HP regen value of 1.


    • Mad Dok's Burna Bomb does 0 morale damage, when it should be doing ALOT (Note: actual value needed is debatable).


    • Nobz Squad Leaders do not benefit from Even More Choppy Research, yet regular Nobz do. As well, their Power Claws do roughly 50% the DPS of a Nob Power Claw, making them scale poorly. Fix: Change Even More Choppy Research to boost the Nobz Squad Leader's Power Claw min and max damage values up to Nob equivalent levels.


    • Squiggoth's right Twin Big Shoota has different DPS values for BUILDING_LOW (2.5) and INFANTRY_HEAVY_HIGH (18.0). The left has DPS values for BUILDING_LOW (18.0) and INFANTRY_HEAVY_HIGH (2.5). Fix: Switch the two values for the right Twin Big Shoota so that it is consistant with the left, which is doing the correct damage.

    Also, can somone explain to me what each of the 14 numbered entries for armor-type in the file correspond to? Sometimes it lists their names, but sometimes it doesn't. It's confusing me and I can't calculate the right DPS values. So, can somone explain pls?

    Guardsman: The game is balanced for both SP and MP. You need to be able to deepstrike Honor Guard Obliterators just as much as the normal ones. Fix: Change the number of available slots in the Chaos Daemon Pit to 2 (or whatever number of extra Obliterators you can get). It really doesn't matter at all, since you can build more than one Daemon Pit.


    EDIT: changed Nob Leaders' Power Claw issue (only the Nobz Squad Leader is scaling incorrectly)
    Last edited by Wraith_Lord; 8th May 07 at 1:12 AM. Reason: FINAL final edits + added Gretchin note; added fixes and clarification

  5. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #255
    Why shout... Octopus Rex's Avatar
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    Just been tweaking the IG Morale Damage values.

    Basically, it seems that IG morale damage default is.....0.05. This is stupidly low and occurs for absolutely zillions of their weapons (yes, many of which have been mentioned here already) but there's loads more where if you compare it across to something similar it's 100 times smaller (5 is quite normal -> 0.05 for IG = 100 times smaller). Sure, laspistols won't do much morale damge ...but 0.05?!?!? When every other weakass unit does loads more?!?!?

    This is plainly ridiculous.
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  6. Child's Play Donor Dawn of War Senior Member  #256
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    I Do Not agree. The game is balanced for 1v1 skirmish, not on campaign.
    True, but there's no reason to break the campaign when this particular bug doesn't have any negative effects. Reducing it to three (assuming you can pick up extra Oblits during special missions) or two (if you can't) would fix the oddity without breaking anything.

  7. #257
    Quote Originally Posted by Octopus Rex
    Guys, does an armour penetration of more than 100 still only do the damage of armour pen 100?
    Quote Originally Posted by imbrium
    I'm listing armour_piercing values > 100 as a bug because I' see other people doing so, is this actually a problem?
    This is my understanding of armor penetration in DoW. Please correct me if I'm wrong.

    The DoW engine limits armor penetration to 100. So if a unit has armor penetration greater than 100 then it will be scaled to 100. This causes it to do a percentage less than it should.

    I'm not sure if this means that damage is scaled back with the armor penetration or if it's just not doing as much damage as it should.

    My guess is the former, that it would treat an armor piercing value of 200 as 100 and thus only do 50% of the appropriate damage, but I'm not sure.

    Either way, it makes no sense and should be addressed.

  8. The Studio Senior Member Dawn of War Senior Member  #258
    to my knowledge
    the armor piercing works the way varsis has said it
    however some people tend to confuse the armor pen cap
    and the Damage percentile cap
    a weapon cannot be buffed by percent to over 300%

  9. #259
    Member Carl's Avatar
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    Actually it dosen't work that way, i haven't got time to explain it TM as i'm going polling soon, (It's the UK local elections). But when i get back i will.

    Right, the explanation:

    All units have a base armour value. This is without exception set to 100. Their have been a few bugged things, (DC 1.0 had Necron Summoning cores set to 0, and WA GM where at 120 prior to one of the patches, (1.5 I think).


    What happens is that the penetration value number is deducted from the base armour value, the resultant figure is converted to decimal, and then the base damage is multiplied by the penetration value. The resultant value is then deducted from the base damage to work out the actual damage caused.

    Values below zero after the base armour-penetration bit are treated as zero.

    Here’s a worked example:

    The weapon in question has 100 base damage and a penetration against Inf_Heavy_Med of 40%.

    So first up:

    base armour-penetration = 100-40 = 60

    Convert 60% to decimal = 0.6

    Multiply base damage by the decimal = 100*0.6 = 60

    Deduct resultant damage from base damage= 100-60 = 40


    So each hit does 40 damage in this case. As I'm sure most of you have figured out by now, simply multiplying the base damage by the decimal of the penetration value give the damage output normally, so that’s the common formulae, but it isn't how the game engine handles it.



    Thanks for the Flame weapon explanation guys, I assumed only things caught in the AoE could be hit, and I honestly hadn't realised their where any other weapons with a range longer than their AoE, all those I’ve seen have them the same AoE and range so I assumed it was inconsistent..
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  10. Child's Play Donor Dawn of War Senior Member  #260
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    Good point Carl (What the hell? your name is too easy to type for the internet. You'll need to add some leetspeak.)

    There were more units in DoW and WA that had boosted armor values (SM tacbolters had 120 for example), but these were universally set to 100 for DC to simplify the calculations. Although the Summoning Core bug shows that the above formula is still used by the engine, they could simplify things (and speed up the game a hair) by assuming armor is 100 and avoid any further armor bugs in the process.

  11. #261
    I don't get it...

    Maybe if you explained how it works when a unit has a penetration value higher than 100?
    Last edited by Varsis; 3rd May 07 at 4:18 PM.

  12. Child's Play Donor Dawn of War Senior Member  #262
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    The way people think the DPS formula works

    DPS = "(Damage * Accuracy) / Reload"

    * Damage = "(Min damage + max damage / 2) * (AP / 100)" or "weapon minimum damage" (whichever is higher)
    * AP is the armor piercing value of the weapon against the armor type in question

    The way it actually works

    * Damage = "(Min damage + max damage / 2) * ((100 - (target armor - AP)) / 100)" or "weapon minimum damage" (whichever is higher)

    So using the armor penetration of 40 example again, suppose the target has 120 armor. Now we get 100 * ((100 - (120 - 40)) / 100) = 20 damage.

    However, some algebra (yeah, high school math comes back to haunt you) shows that if 'target armor' is 100, which it always is in Dark Crusade, we get back the first formula. Thus my suggestion they just recode the formula to assume that to speed up the calculations.

  13. #263
    Wraith_Lord
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    Chaos Chaos bugs

    Add to list under Chaos:


    • Chaos Marines' Frag Grenades do 0 morale damage. Their Space Marine Squad's counterpart does 20 morale damage. Fix: Assign the Chaos Marines Squad's Frag Grenades ability a proper morale damage value.


    • Horror Squads have no HP regen value. Fix: Give the Horror Squad an HP regen value of 0.5.


    • Chaos Sorcerer's abilities Doombolt and Chains of Torment have no minimum damage value (Note: it is debatable as to the effectiveness of this issue; in-game tests may be needed).


    • Obliterators' Ranged Attack does 0 morale damage to infantry. Fix: Assign the Obliterators' Ranged Attack a proper moral damage value.


    • Obliterators' Ranged Attack has no minimum damage value (Note: this may or may not be significant, as they use a very unique ranged weapon).

    Undecided Issues:


    • Heretics have no HP regen value. Almost all other Chaos units have HP regen values of 0.5 (Note: this is debatable, as adding an HP regen value potentially allows the Chaos player to reuse Forced Labor again on the same Heretic).

    See my previous Ork block post on the last page for more issues.
    Last edited by Wraith_Lord; 8th May 07 at 11:28 AM. Reason: corrections; added fixes; more corrections and fixes

  14. #264
    IG :
    Info about Chimera being limited to 6 at Chimera tooltip is needed... other limited unit got this kind of info.

    SM :
    Chaplain when attached add 200 morale, might need a tooltip change that say increase squad morale when attached.

  15. #265
    Ferryman
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    The deamon pit is no big problem I just said it because it seems like is a leftover from WA. Sloppy, no real issue but I think easy to fix (nobrainer)

    Also cap the Necron speed bonus to 100% or at least make it visible at 140% IF this is intentional to reach 140. People get confused about this one.

  16. #266
    Imbrium
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    marines_frag_grenades have no armour_piercing for infantry_heavy_high, but for all other infantry types. This may be an oversight. Balance concern?

    Orbital bombardment armor_piercing values are all out of whack. It's missing some, and repeats values for others.

    smite repeats a armour_piercing value for infantry_low.
    Last edited by Imbrium; 4th May 07 at 1:51 AM.

  17. Child's Play Donor Dawn of War Senior Member  #267
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    To extend on the Orbital Bombardment issue, the children are correct, but the initial shot is missing damage values for monster_high, vehicle_medium, and vehicle_high. Since the children all have 25 piercing values for those armor types, then give the initial shot those piercing values too.

    The Necron speed bonus issue requires modifying the in-engine caps on the speed bonus modifiers. Not fixable through community mods unfortunately. Add that to the "cannot fix" list.

  18. #268
    The flying one corncobman's Avatar
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    Actually the children don't have values for infantry_low
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  19. Child's Play Donor Dawn of War Senior Member  #269
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    Whoops, you're right. That should probably be 20 like the other standard infantry types then.

  20. #270
    Heretics have no HP regen value. Almost all other Chaos units have HP regen values of 0.5 (Note: this is debatable, as adding an HP regen value potentially allows the Chaos player to reuse Forced Labor again on the same Heretic).
    Balance issue, this has been discussed a number of times and I don't think it's possible to change this trait without entirely re-balancing the unit.
    ---

  21. #271
    Wraith_Lord
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    Space Marines More on SM bugs...

    More bugs to be filed under Space Marines:


    • Assault Marines' Melta Bombs have no minimum damage value. Fix: Give the Melta Bombs ability a minimum damage value.


    • Force Commander's Orbital Bombardment has no minimum damage value, in addition to its other mentioned problems. Fix: Give the Orbital Bombardment ability a minimum damage value.


    • Librarian's Smite ability does 0 damage to INFANTRY_COMMANDER and DAEMON_HIGH armor, yet is doing full damage to all other infantry types, vehicles, and the Monster_Medium type. This makes no sense at all. Fix: Assign the Smite ablitiy proper damage values for the Infantry_Commander and Daemon_High armor types.

    PheonixIgnite: Thought that was the case. Thanks for telling me.

    See my previous Chaos and Ork block posts on the last two pages for more issues.
    Last edited by Wraith_Lord; 8th May 07 at 1:10 AM. Reason: added orbital bombardment issue; minor edits

  22. #272
    Infantry_commander damage could be intended when you remind to DC 1.11`s smite which killed a whole GM Squad...
    smite is still very powerful.

  23. #273
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    Another singleplayer issue's been pointed out;

    The two morale researches for GM give multiplicative boni instead of additive ones to honour guard GM, so instead of +15 and +25 hp, you get *2 and *2.5 hp.

    If GM had 2700+ hp in multiplayer, there'd be a lot less griefing, I think.
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  24. #274
    ActionDragon
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    Inconsistency: IG LP3 has a firing range of 25. Every other races LP3 updates firing range from 25 to 35.

  25. #275
    Liger
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    Quick tooltip error:

    For Tau, the tooltip for "Stealth Suit Burst Cannon Upgrade" from the Cadre Headquarters, says that it upgrades the damage on ALL Stealth Suit weapons, when it actually upgrades the damage on ONLY the Burst Cannons (as the name suggests).

  26. #276
    Forum Fact Fairie Slow_Runner's Avatar
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    Added stuff from the last week or so.

    Octo, if you find the time, could you go through all the IG weapons and report the ones that have morale damage of 0.05.

    None of the powerclaws are affected by more choppy so it not affecting Nob Leaders isn't a bug.

    Grots, Heretics and Horrors not having a regen value seems intentional. When things are missing a minimum value, it only makes a difference if they are also missing proper damage values for the intended targets.

    Smite against monster_high and commanders could be intentional.

    Weirwood, they are Honor Guard guardsmen though so... I didn't add them to the list.
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  27. #277
    I'm confused, what's the logic behind wanting to nerf the Tau hammerhead? It's one of the only advantages Tau gets by going Mont'Ka.
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  28. #278
    Obliterator lascannon is bugged. Here's what it is. The lascannon (ie the weapon vs buildings and vehicles) has a reload time of like 4 seconds. However you can override that reload by telling the obliterator to fire, moving the obliterator a step up, and then telling it to fire again. Basically, fire, move, fire, move, at a rate that is incredibly fast (essentially as fast as you can put those commands in). This overrides the reload time and to my experience, since the oblits are standing still when firing, is not affected by FOTM penalties. Quite nasty.

    Also, defiler AI on melee is screwy. If you have a defiler on melee stance and teh red f5 stance, and you give it a generic attack move command, it will move, fire the artillery cannon, and stop permanently, firing only the artillery cannon. You have to manually tell it to attack melee something, before the defiler's melee commands overrides its artillery cannon commands. No other vehicle in the game experiences anything as bugged, simply because outside of the whirlwind, no other vehicle in the game has a weapon that requires it to be stationary as well as a melee weapon.
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  29. #279
    Forum Fact Fairie Slow_Runner's Avatar
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    Sandanjuu, we're not nerfing Hammerheads, we're reducing AP values that do nothing (anything over 100 counts as 100) because they just confuse people.

  30. #280
    Slow, is this list totally unconcerned with campaign issues?

    I ask because the inconsistencies between spoken and written word for the special maps are driving me crazy
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  31. #281
    Member The_Guardman's Avatar
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    Out of consistency:

    IG morale is the only one working in a such strange way (lose 60 for each death instead 40, regroup at 30 instead 150, etc.).
    BALANCE ISSUE IF CHANGED

  32. The Studio Senior Member Dawn of War Senior Member  #282
    that is a seriously blatant balance issue
    IG have low morale anyways
    so if they regroup at 150, that's pretty much a full bar right there
    they also have the longest mandatory broken time
    an obvious balance related issue

  33. #283
    Forum Fact Fairie Slow_Runner's Avatar
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    Fannin, seeing how there's like 8 campaign issues on the list, I think it's safe to say that it's not totally unconcerned with campaign issues.

    The_Guardman, yeah, that's a full blown balance issue.

  34. #284
    Wraith_Lord
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    Imperial Guard IG Mines - resubmit for bugs

    Ok, I want to re-evaluate the Imperial Guard Mines. I know it was decided to keep their damage values the way they are, but after going into more detail, I found them so weird that I had to mention it again.

    Here are the full details:

    -Missing armor piercing values for Daemon_Medium and Daemon_High types.

    -Minimum damage value is set to 30. All other races' mines are set to 20. This value takes over for the missing armor types.

    -All other AP values are set to 50 across the board. The effect of this is that the mines do 90-110 DPS to all other armor types, including buildings.

    -There is one unique entry:


    Code:
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 5.00000

    However, there is no armor type defined, so the entry doesn't take effect.

    -In comparison: all other races' mines have varying armor piercing values. All other races deal 10 DPS to buildings (exception of Ork). All other races have AP values of 10 to Infantry_Commander armor.

    These entries and values are far too weird to be intended, and are obviously errors. Fix: Give the IG Mines proper armor piercing values for Monster_Medium and Monster_High types. Set proper armor piercing values for all other armor types.

    Slow_Runner: your Tau stealthsuit burst cannons tooltip is listed under Imperial Guard tooltips. Just wanted to let you know... =D

    --
    Added code tags so that the post doesn't stretch the screen quite so much. -Slow_Runner
    Last edited by Slow_Runner; 10th May 07 at 12:04 AM.

  35. #285
    Member The_Guardman's Avatar
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    The_Guardman, yeah, that's a full blown balance issue.
    It is not the only thing that can damage the game balance a lot (guess what happen if the Hammerhead was given the equivalent of the supposed 300% AP on Vehicle_med).

    I suggest you to add a subsection of the initial post with problematic issues.

  36. #286
    Forum Fact Fairie Slow_Runner's Avatar
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    But we're not giving Hammerheads the equivalent of the supposed 300% AP, we're reducing the number to 100% so that it's not confusing anymore.

    There is a subsection for the problematic issues, it's called "Balance Issues".

    Wraith_Lord, I'm still having trouble figuring out what exactly is wrong with the IG mines. Missing AP values for the monster armors I can get, but the rest?

    Fixxored the Tau tooltip placement and added the bit on IG mines against monster armor.
    Last edited by Slow_Runner; 10th May 07 at 10:41 AM.

  37. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #287
    Why shout... Octopus Rex's Avatar
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    Slow: I think the Guardman was meaning that if Relic thought they were giving the HH 300% AP so it had uber damage againt veh_med, then putting it as a no-brainer to move it down to 100 is contentious.

    The implication is that we should treble the damage while diving all the AP by 3, rather than reducing one AP to 100.

  38. #288
    Member The_Guardman's Avatar
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    Octopus got it. We truly do not know if some value (like the 300% for HH vs. Vehicle_med) is:

    - intentional.
    Fix: This mean 3x the damage and reducing to 1/3 the AP values.

    - oversight/ typo.
    Fix: reduce 300% to 30%.

    - missing knowledge of the % hardcap.
    Fix: reduce it to 100%.

    We can assume with enugh certenity that the WA-based values (like the Strifing Run) are due to unknowledge of the hardcap in most cases, and the SR screwed piercing values are, in fact, intentional. This due to the overall amount of errors present in the 1st release, and the overall feel that WA had give us (it seem that it started as a DoW expansion, next changed the gameplay and the IG has been re-worked from half-made, and hurried for release... what a mess!).

    For DC, that is a more thinked product, whit very few no-balance problems from start, we have instead to guess.

  39. #289
    Forum Fact Fairie Slow_Runner's Avatar
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    There is no hardcap, the armor just can't go below zero when calculating the damage. Armor Piercing values of over 100 are a mistake, trust me on this.

    There are some cases where it's obviously a typo (Tau Commander flamer against heavy_high for example), but on things such as Hammerhead Railgun, it's the exact same mistake as they did with the old Fireprism Prism cannon or the IG Leman Russes of giving AV weapons armor penetration of well above 100 against vehicles armor.

  40. #290
    Ah that makes more sense then, if they can't go below 0. Inputting values higher than 100 into that equation for AP a few pages back produces negative solutions, so that makes sense.

    Does that mean that they're intended to do damage greater than the maximum AP damage, or that the values higher than 100 cause them to do less than max damage?

  41. #291
    dont know if this has been mentioned it's not in the main page, but abilities like COTMS, dont seem effective on jump capable units as they just jump away, surely a bug, as imobilised should mean imobilised

  42. #292
    Wraith_Lord
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    @Slow_Runner: Here, let me post the whole thing... (sorry in advance for the length!)

    These are the AP values for Imperial Guard Mines:

    Spoiler



    As you can see, ALL other armor types are defined with armor piercing values of 50.000, which just looks very wrong.


    Now, let's look at the values for Space Marine Mines (Note that AP values for all other races' mines are identical):

    Spoiler



    See how all of the other armor piercing values are completely different from the IG Mines. Also note that these values are the exact same for the other 4 races (Eldar, Space Marines, Chaos Space Marines, and Orks).

    Finally, see how the only AP value of 50.000 is defined for the Monster_Medium type, whereas in the IG Mines, this value is defined for absolutely everything. It is possible that this particular value was copied over all the other ones and never edited.


    EDIT: Sorry about the mess. Massively cleaned it up!!

    --
    Added the spoiler tags due to lots(!!!) of code. -Slow_Runner
    Last edited by Wraith_Lord; 10th May 07 at 10:44 PM.

  43. The Studio Senior Member Dawn of War Senior Member  #293
    dear God
    WTF is is stuff?

  44. #294
    Member Carl's Avatar
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    Lets but the code in in a better fromat and in a complete format as masses of code is missing in the above:



    IG mine damage code:

    Code:
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"] = Reference([[tables\weapon_damage_table.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"] = Reference([[tables\weapon_armour_damage_table.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"] = Reference([[tables\armour_piercing_table.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference([[type_armour\tp_builder.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"]["screen_name_id"] = "$90101"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference([[type_armour\tp_building_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"]["screen_name_id"] = "$90102"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference([[type_armour\tp_building_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"]["screen_name_id"] = "$90102"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"] = Reference([[type_armour\tp_building_low.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"]["screen_name_id"] = "$90102"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"] = Reference([[type_armour\tp_commander.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"]["screen_name_id"] = "$90103"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference([[type_armour\tp_infantry_heavy_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"]["screen_name_id"] = "$90105"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 5.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"] = Reference([[type_armour\tp_armour.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"]["screen_name_id"] = "$90100"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference([[type_armour\tp_infantry_heavy_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"]["screen_name_id"] = "$90105"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"] = Reference([[type_armour\tp_infantry_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"]["screen_name_id"] = "$90104"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"] = Reference([[type_armour\tp_infantry_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"]["screen_name_id"] = "$90104"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"] = Reference([[type_armour\tp_infantry_low.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"]["screen_name_id"] = "$90104"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"] = Reference([[type_armour\tp_vehicle_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"]["screen_name_id"] = "$90107"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_type"] = Reference([[type_armour\tp_vehicle_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_type"]["screen_name_id"] = "$90107"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"] = Reference([[type_armour\tp_vehicle_low.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"]["screen_name_id"] = "$90107"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"]["armour_piercing_value"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"]["armour_type"] = Reference([[type_armour\tp_armour.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"]["armour_type"]["screen_name_id"] = "$90100"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["damage_reduction_when_moving"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 220.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 180.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 30.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["morale_damage"] = 50.000000

    SM Mine damage code:

    Code:
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"] = Reference([[tables\weapon_damage_table.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"] = Reference([[tables\weapon_armour_damage_table.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"] = Reference([[tables\armour_piercing_table.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"] = Reference([[type_armour\tp_infantry_heavy_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_01"]["armour_type"]["screen_name_id"] = "$90105"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_piercing_value"] = 40.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"] = Reference([[type_armour\tp_infantry_heavy_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_02"]["armour_type"]["screen_name_id"] = "$90105"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_piercing_value"] = 10.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"] = Reference([[type_armour\tp_commander.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_03"]["armour_type"]["screen_name_id"] = "$90103"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_piercing_value"] = 50.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"] = Reference([[type_armour\tp_monster_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_04"]["armour_type"]["screen_name_id"] = "$90106"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_piercing_value"] = 40.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"] = Reference([[type_armour\tp_monster_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_05"]["armour_type"]["screen_name_id"] = "$90106"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_piercing_value"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"] = Reference([[type_armour\tp_building_low.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_06"]["armour_type"]["screen_name_id"] = "$90102"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_piercing_value"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"] = Reference([[type_armour\tp_building_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_07"]["armour_type"]["screen_name_id"] = "$90102"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_piercing_value"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"] = Reference([[type_armour\tp_building_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_08"]["armour_type"]["screen_name_id"] = "$90102"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_piercing_value"] = 100.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"] = Reference([[type_armour\tp_vehicle_low.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_09"]["armour_type"]["screen_name_id"] = "$90107"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_piercing_value"] = 100.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"] = Reference([[type_armour\tp_vehicle_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_10"]["armour_type"]["screen_name_id"] = "$90107"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_piercing_value"] = 40.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"] = Reference([[type_armour\tp_vehicle_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_11"]["armour_type"]["screen_name_id"] = "$90107"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_piercing_value"] = 45.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"] = Reference([[type_armour\tp_infantry_low.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_12"]["armour_type"]["screen_name_id"] = "$90104"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_piercing_value"] = 40.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_type"] = Reference([[type_armour\tp_infantry_med.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_13"]["armour_type"]["screen_name_id"] = "$90104"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_piercing_value"] = 40.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"] = Reference([[type_armour\tp_infantry_high.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_14"]["armour_type"]["screen_name_id"] = "$90104"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"] = Reference([[tables\armour_entry.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"]["armour_piercing_value"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"]["armour_type"] = Reference([[type_armour\tp_armour.lua]])
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["armour_piercing_types"]["entry_15"]["armour_type"]["screen_name_id"] = "$90100"
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["damage_reduction_when_moving"] = 0.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 220.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 180.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 10.000000
    GameData["mine_field_ext"]["area_effect"]["weapon_damage"]["armour_damage"]["morale_damage"] = 50.000000

  45. #295
    Wraith_Lord
    Guest
    ThankYou Carl, I just now found the "code" and "/code" tags, =D

    Fixed my above post, it is now readable. Sorry about the mess, I was trying to show the important points.

  46. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #296
    Why shout... Octopus Rex's Avatar
    Join Date
    Jul 2006
    Location
    UK
    Armor Piercing values of over 100 are a mistake, trust me on this.
    Slow Runner: the point about 300 AP is this - in what way are they a mistake?

    a) they meant to say 100 AP but accidentally typed 300. (unlkely)

    b) they meant to say 30 AP but accidentally typed 300 (unlikely)

    c) they meant 300, but forgot that AP over 100 had no effect (very likely)

    Thus: the intended damage of the HH against veh_med or whatever should be 3 times what it is.

    SO: the "no-brainer" fix logic should possibly go like this: "well, they intended the damage to by 3 times what it is now, so we should multiply the damage by three and divide the AP by 3"

    rather than "well, they intended the AP to be 300 but any n00b knows that anything over 100 is pointless, so we should nullify there decision and reduce the AP to 100."

    Should we be making Relic's intent appear in game? or should we be making arbitrary corrections that are only there to make because of oversight?

  47. #297
    Kyoti
    Guest
    Tau Drone Squads are IMBA.
    There Building_high and Vehicle_high damage is to high.
    16dps x 5 = 80dps.
    http://wiki.reliccommunity.com/Drone_Squad

  48. The Studio Senior Member Dawn of War Senior Member  #298
    well, they do cost a lot to get
    seems like they got lazy with the DPS values
    16 across the entire board
    except for infantry damage

    there's a consistency issue though
    most rapid fire weapons have low accuracy
    of 65 or 50%
    however, the drone has 80% acc
    with a reload of .25
    which is really high for a rapid fire gun

  49. #299
    Wraith_Lord
    Guest

    removed EDIT3; not really an issue

    Another one from Relic Wiki:

    The Necron Restored Monolith's Particle Whip has no FOTM penalty.

    Is this intended, or no?


    @Kyoti: That's neither a bug nor a fix...


    EDIT: Oh, but thanks for the link. I just now noticed this:
    • Tau Drone Squad's Self Destruct ability does 0 morale damage. Fix: Give it a morale damage value (nothing too high).
    EDIT2: You want more for tooltips?
    • There is also no tooltip that mentions Land Speeders are capped at 10.
    Last edited by Wraith_Lord; 22nd May 07 at 5:33 PM. Reason: added suggested fix

  50. #300
    Balance out Titans Fall. Reference post 193

    It's been passed a day or seven.

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