Author Topic: New stuff on the wiki  (Read 29941 times)

Offline keith.lamothe

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Re: New stuff on the wiki
« Reply #90 on: February 27, 2013, 10:49:18 am »
Okay, my quick test shows that yes, the reload time is from end of beam to start of beam.
Correct.  And the game's built-in dps calculations factor that in.  Any external computations you guys make will need to do so.

Quote
Keith: Do all spire beam weapons have a beam duration of 2 seconds or does the beam duration vary? (That's not in the data files that I see.)
All continuous beam weapons are 2 seconds in duration, yep :)

One edge case is the wrath lance, which also uses the same logic as the spire continuous beams but there's a bunch of special rules to make that specific unit work.  I wouldn't recommend trying to actually figure out how much dps it has.  Its DPS is "hrair" ;)
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Offline Hearteater

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Re: New stuff on the wiki
« Reply #91 on: February 27, 2013, 11:30:21 am »
What changed in the wiki that's pushing down the left menu boxes?  See the attached image of the bottom left corner of a wiki page.  Using chrome.  It's likely a float issue, but it isn't jumping out to me right now.  It happens on every page on the wiki for me.

Offline Diazo

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Re: New stuff on the wiki
« Reply #92 on: February 27, 2013, 02:40:31 pm »
What changed in the wiki that's pushing down the left menu boxes?  See the attached image of the bottom left corner of a wiki page.  Using chrome.  It's likely a float issue, but it isn't jumping out to me right now.  It happens on every page on the wiki for me.

On Feb. 26th, Josh added Shattered Haven to the left nav bar but that was adding a line, he did not change the formatting any.

Note that on Firefox it is behaving as expected for me, The left menu is at the top of the page as expected.

@Kieth: Yes, I was doing all the DPS calcs myself as the CurrentShipData dump does not have the DPS like the RefWin dump you use does. I'll go back and tweak it.

D.

edit: Ummm....

One edge case is the wrath lance, which also uses the same logic as the spire continuous beams but there's a bunch of special rules to make that specific unit work.  I wouldn't recommend trying to actually figure out how much dps it has.  Its DPS is "hrair" ;)

I see what you mean.

I'm getting something like 500 million DPS minimum for each spoke, it is probably higher in reality.

Ouch.
« Last Edit: February 27, 2013, 02:58:20 pm by Diazo »

Offline Diazo

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Re: New stuff on the wiki
« Reply #93 on: February 27, 2013, 06:56:39 pm »
The questions update.

To-do list (so I quit forgetting things):
  • Fortress King and Heroic AI types, either of them have wave or reinforcement size multipliers?
  • Astro-Trains page
  • Add new units to Ships and Structures
  • Redo Ships and Structures page to match RefShipsNav template
  • Sortable Immunities and Abilities tables
  • Fallen Spire Organization
  • Fortress modules: Laser, MLRS, Missile, HBC, and Needler, which forts can mount them and their picture is currently wrong.
  • Fortress modules: Confirm how Laser Cannon unlocks for Neinzul fort
  • Fortress modules: cross ref compatibilty list to modules listing
« Last Edit: February 27, 2013, 07:54:12 pm by Diazo »

Offline onyhow

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Re: New stuff on the wiki
« Reply #94 on: February 27, 2013, 11:00:42 pm »
^ What about starships?

Offline Diazo

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Re: New stuff on the wiki
« Reply #95 on: February 27, 2013, 11:55:26 pm »
Starships should be done.

Except for the Spire Corvette, Modules break my automated script so I need to do that manually so it has not happened yet.

D.

Offline onyhow

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Re: New stuff on the wiki
« Reply #96 on: February 28, 2013, 08:39:39 am »
By the way, modular fortress module unlock needs to be mentioned...all modules except laser, needle, mlrs, missile, shield, and HBC need champion unlocks...the rest that I mentioned need corresponding tech instead due to the fact that those are usable without any champions present (since Human Mod Fort is knowledge unlock rather than nebula unlock)

Offline Diazo

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Re: New stuff on the wiki
« Reply #97 on: February 28, 2013, 12:55:41 pm »
Okay, to confirm the assumptions I made when making the page, it the following correct?

All forts start with laser, needler, mlrs, missile and shield Mk I available.

Human forts have the HBC module available but not researched.

Human forts unlock higher of these modules via knoweldge (laser turret unlocks laser cannon module, etc.)

All other forts, and modules unlocked via completing nebulas for the human fort, higher marks are unlocked via champion points.

Really, my point of uncertainty is:

A neinzul modular fort and Mk II laser cannon module is wanted. Do you unlock Laser Turret Mk II or do you unlock Champion Laser Module Mk II to get it on your neinzul fort?

D.

Offline keith.lamothe

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Re: New stuff on the wiki
« Reply #98 on: February 28, 2013, 01:01:20 pm »
A neinzul modular fort and Mk II laser cannon module is wanted. Do you unlock Laser Turret Mk II or do you unlock Champion Laser Module Mk II to get it on your neinzul fort?
The turret.  Put another way: the tech prereq for a fortress module is not related to which fort you want to put it on.
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Offline Diazo

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Re: New stuff on the wiki
« Reply #99 on: February 28, 2013, 01:15:48 pm »
A neinzul modular fort and Mk II laser cannon module is wanted. Do you unlock Laser Turret Mk II or do you unlock Champion Laser Module Mk II to get it on your neinzul fort?
The turret.  Put another way: the tech prereq for a fortress module is not related to which fort you want to put it on.

Okay, I think I have it.

http://arcengames.com/mediawiki/index.php?title=Modular_Fortress

Does that look right (and make sense) to everyone?

Note the module details at the bottom are incomplete, I'm adding those now. However, the stuff at the top of the page is now pretty much final.

D.

Offline keith.lamothe

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Re: New stuff on the wiki
« Reply #100 on: February 28, 2013, 01:50:45 pm »
A neinzul modular fort and Mk II laser cannon module is wanted. Do you unlock Laser Turret Mk II or do you unlock Champion Laser Module Mk II to get it on your neinzul fort?
The turret.  Put another way: the tech prereq for a fortress module is not related to which fort you want to put it on.

Okay, I think I have it.

http://arcengames.com/mediawiki/index.php?title=Modular_Fortress

Does that look right (and make sense) to everyone?

Note the module details at the bottom are incomplete, I'm adding those now. However, the stuff at the top of the page is now pretty much final.

D.
Haven't looked over everything but it looks good.  There are a few module images which appear incorrect.  Alternatively I've messed up my attempt at updating them to use HitmanN's new graphics.  Specifically the railcannon, flak, needler, mlrs, laser, and missile modules.

Attaching 4 of them below, and 2 in the next post since the forum doesn't seem to understand that I can upload whatever I very well please ;)
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Offline keith.lamothe

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Re: New stuff on the wiki
« Reply #101 on: February 28, 2013, 01:51:29 pm »
And the other two.
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Offline Diazo

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Re: New stuff on the wiki
« Reply #102 on: February 28, 2013, 03:35:05 pm »
@Keith: Thanks for those pictures, updated. Note there seems to be a cache issue, the Flak and Laser module pictures will not update, even though when I click them they go to the correct picture. Be aware if you have viewed the page recently please.

And Modular Forts are done. Feedback please? This is the format I'm also going to use for things like the Spire Corvette so I want to make changes before I copy-paste it.

http://arcengames.com/mediawiki/index.php?title=Modular_Fortress

D.

edit: Military structures done.
« Last Edit: February 28, 2013, 05:28:22 pm by Diazo »

Offline Bognor

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Re: New stuff on the wiki
« Reply #103 on: February 28, 2013, 06:25:42 pm »
We inadvertantly duplicated work - see http://arcengames.com/mediawiki/index.php?title=AI_War_Ships_and_Structures#Modular_Fortresses for my explanation of how the module unlocks work.  Your explanation is probably clearer.  Anyway, we're consistent.

Edit: I hadn't realised how much more powerful the nebula-unlocked modules are than the modules you start with!  Acid Jets and Doom Accelerators have much higher base DPS than the starting modules, despite also having higher multipliers.  Rail Cannons have the same multipliers as the starting modules but roughly double the base DPS and bonus DPS!  Also, it's surprising to me that the base DPS of the Slicer Drones is higher than the bonus DPS of the Bomber and Interceptor Drones.  Do you get the same number from each bay type?

If desired, you might mention somewhere that the base weapons for the Human and Neinzul Modular Forts are identical to the regular Fortress I weapon.  You could also mention that the Plasma Siege Cannon module can hit small ships with splash damage, but cannot actually target small ships (I presume... I've tested with the Champion version but not with Mod Forts).
« Last Edit: February 28, 2013, 07:06:56 pm by Bognor »
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Offline Aeson

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Re: New stuff on the wiki
« Reply #104 on: February 28, 2013, 07:46:09 pm »
Having just checked, I can confirm that the Modular Fort Plasma Siege Module does not fire on small ships (or at least, not on Missile Frigates). If it is desired, I can put up a save with a Spire Modular Fortress and all three mark levels of plasma siege module unlocked.

About the page format - would it be possible to combine the compatibility tables and the module listing? It seems that having the module listing makes the compatibility table unnecessary, or vice versa. My personal preference is for the table, since that can be sorted by modular fortress, but it doesn't really matter either way.

Could the module names be linked so that clicking on a specific module's name takes you to the part of the page where the module statistics are listed?

Also, out of curiosity - why was the modular fortress compatibility chart removed from the AI War Ships and Structures page? That page seems to have a table for almost everything else, and the compatibility chart doesn't seem to be particularly out of place on that page.