Author Topic: Updating the Wiki  (Read 51987 times)

Offline Diazo

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Re: Updating the Wiki
« Reply #60 on: February 26, 2012, 06:53:00 pm »
Oh, hmm. The Starship Fab Capturable is Bomber Starship IV, not V.

Anyways, time to answer these questions in game.

Gimme Absolutely Positively Everything!

Diazo watches his computer melt......

D.

Offline Diazo

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Re: Updating the Wiki
« Reply #61 on: February 26, 2012, 07:51:13 pm »
Keith:

Can you check the Avenger for me? I spawned 3 of them using cheats at different AIP and they always spawned with a Shield, a HBC Mk III and a HBC Mk IV. Did not see any riot control modules at all.

Thank

D.

edit: Hybrid and Avenger Ship detail pages done. If anyone sees either of those in a game can they do a quick double check please? (Stats on the wiki are a normal/normal game.) Also feedback on the layout please.
« Last Edit: February 26, 2012, 08:49:36 pm by Dazio »

Offline Diazo

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Re: Updating the Wiki
« Reply #62 on: February 27, 2012, 10:39:22 pm »
Okay, wiki work for Monday night in progress.

Outstanding questions:
What are the boost calculations? Armor/Munitions?
What are the ranges on counter turrets?
Where is the mothership sprite?
Where is the Preservation Warden Starship sprite?
Whatever happened to the AOE engine damage on the plasma siege starships? can't find anything in the patch notes about it.

And that's it for tonight, for updates anyway.

I need to setup a dummy game for the fallen spire stuff, they don't spawn correctly with the cheats.

D.
« Last Edit: February 28, 2012, 12:17:57 am by Dazio »

Offline Eternaly_Lost

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Re: Updating the Wiki
« Reply #63 on: February 28, 2012, 03:48:23 pm »

I need to setup a dummy game for the fallen spire stuff, they don't spawn correctly with the cheats.

D.

What exactly do you need? I have a full set of 23 saves for my 10/10 game I am doing right now, and the last one is with the Exo Shard on the way home. I could give you a zip of the saves if it would help. It is however 10/10 5 homeworld on normal caps, so it does need a rather decent computer for the clock to tick, but I should more or less have saves around most if not all of the shards.

Offline Diazo

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Re: Updating the Wiki
« Reply #64 on: February 28, 2012, 08:24:10 pm »
What I need are details on how the modules work and what the requirements for each ship are for the ship detail pages.

The ships spawned via cheat codes have modules in place that I'm not sure are correct.

I've set up a diff 1/1 dummy game I'm plowing through at the moment.

D.

Offline Eternaly_Lost

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Re: Updating the Wiki
« Reply #65 on: February 28, 2012, 09:37:00 pm »
What I need are details on how the modules work and what the requirements for each ship are for the ship detail pages.

The ships spawned via cheat codes have modules in place that I'm not sure are correct.

I've set up a diff 1/1 dummy game I'm plowing through at the moment.

D.

Alright, although I now think that the Spire Fleet from the Exo-transceiver can't win at 10/10. I am going to let it run all night and see what it like when I wake up in the morning, but right now they are losing ground to the Exo waves, so I think they might need some buffing, but we see what 8 hours does to it at +10 speed. Although given that I have 427,8123 FP in massive ships alone heading home, that might not be enough.
« Last Edit: February 28, 2012, 09:38:45 pm by Eternaly_Lost »

Offline Commiesalami

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Re: Updating the Wiki
« Reply #66 on: March 02, 2012, 02:46:03 am »
Just a heads up.  In the huge ship lists on the wiki, you've skipped the Mobile Repair Station

Offline keith.lamothe

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Re: Updating the Wiki
« Reply #67 on: March 02, 2012, 09:11:01 pm »
Ok, finally back to these, sorry about the delay.

Can you check the Avenger for me? I spawned 3 of them using cheats at different AIP and they always spawned with a Shield, a HBC Mk III and a HBC Mk IV. Did not see any riot control modules at all.
Odd, the unit def calls for 1 shield, 1 HBC MkIV, 3 HBC MkIIIs, and 8 RCS MkIIs.

Anyone got an avenger-plot-enabled AI homeworld they can go blow up? :)

What are the boost calculations? Armor/Munitions?
Both compute their "BoostCircularArea" as: (boostRange / 100) * (boostRange / 100) * PI  . If it's a scaling type (munitions/armor booster fleetships), the unit cap scale will double that for normal caps, and quadruple it for low caps (and x8 it for ultra-low, now that we're there).  When deciding whether it can boost a ship, it takes that ship's (precomputed) circular area plus the circular area of all other ships currently being boosted by that booster, and if the total is greater than the booster's BoostCircularArea, it doesn't boost the target being considered.

I just added a "ShipRadius" column to the reference export in my working copy, so it should make it into 5.028.  From that you can figure out how much boost-circular-area a ship "consumes" to boost.

Anyway, that's the long story.  The short story for the player is "don't worry about it; if they're not all getting boosted add more boosters" :)

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What are the ranges on counter turrets?
I've added a "CounterShooterRadius" column to the reference export so you can get those answers in the next version.  If I do an export between now and then (likely for some of the rebalancing coming) I'll try to make sure and post a copy and link it here.

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Where is the mothership sprite?
It uses the Avenger's sprite.  Yea, I was the only one working on it at the time, and I'm no artist ;)  Of course, the Avenger started as essentially superfort graphics, and Chris later did the current graphic for it (which was pretty terrifying the first time I saw it).

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Where is the Preservation Warden Starship sprite?
It uses the NeinzulEnclaveStarship sprite.  Roaming Enclaves do too.

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Whatever happened to the AOE engine damage on the plasma siege starships? can't find anything in the patch notes about it.
I left it in, as various players contended for it being a good thing.  Anything caught in the "traditional aoe" blast (up to 15 targets) takes 5k*mk engine damage.  Ouch, eh? ;)
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Offline Minotaar

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Re: Updating the Wiki
« Reply #68 on: March 03, 2012, 07:44:13 am »
Ok, finally back to these, sorry about the delay.

Can you check the Avenger for me? I spawned 3 of them using cheats at different AIP and they always spawned with a Shield, a HBC Mk III and a HBC Mk IV. Did not see any riot control modules at all.
Odd, the unit def calls for 1 shield, 1 HBC MkIV, 3 HBC MkIIIs, and 8 RCS MkIIs.

Anyone got an avenger-plot-enabled AI homeworld they can go blow up? :)

I had one lying around, the Avenger does indeed have everything described in the right quantity :)

Offline keith.lamothe

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Re: Updating the Wiki
« Reply #69 on: March 03, 2012, 09:32:46 am »
I had one lying around, the Avenger does indeed have everything described in the right quantity :)
Thanks :)

I can imagine the lead fighter reporting back.

"Scan completed, I'm staring down the barrel of a massive beam cannon and the shotguns shredded my engines.  Where's that exhaust port I'm supposed to aim for?"

"Oh, no exhaust port, we just needed you to take a picture, thanks!"

;)
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Offline Diazo

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Re: Updating the Wiki
« Reply #70 on: March 03, 2012, 07:37:22 pm »
I suppose the Avenger is not going to ignore a single fighter as insignificant and below its station is it?

Regardless, thank you for all that info Keith, wiki updated.

Nice find Commiesalami, the Repair Station has repaired the ship list and it now shows up.

Note to self: update counter shooters next patch.

D.

Offline Diazo

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Re: Updating the Wiki
« Reply #71 on: March 08, 2012, 12:02:20 am »
Alright, starships and spirecraft done.

Probably the guardians next.

As always, comments and suggestions welcome.

D.

Offline PokerChen

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Re: Updating the Wiki
« Reply #72 on: March 10, 2012, 02:23:42 am »
Back, and filling out the gaps from fleetships-E onwards. Have ignored Infiltrators pending review, as they are rather weak stat-wise, and in my playing experiences.

I think I'm going to leave the Neinzuls alone for someone who has more experience with them. I've used only the Vulture and Nanoswarm so far in gaming.

Offline Diazo

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Re: Updating the Wiki
« Reply #73 on: March 10, 2012, 11:49:30 am »
Hmmm.

I think the Heavy Beam Guardian needs a look. The description says it fires a beam that hits multiple ships but the data files have a TargetsHitPerShot and ShotsPerSalvo of 1.

Same with the Flak Guardian, in-game it says it shoots 31 shots per salvo, but the data file says it only shoots 1 shot.

Also, is there a cap of 200 units hit for AOE? I'm looking at things like the Lightning Warhead, Lightning Guardian and Self-Destruct guardian and the data file has a "TargetsHitPerShot" of 200 for all of those. Is that actually true in game or is it just as high as the data file export can go?

What is the range on the self-destruct guardian? The data file says '-1000' range, I've put the target seek range in for now.

And guardians are done.

D.

Offline keith.lamothe

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Re: Updating the Wiki
« Reply #74 on: March 10, 2012, 12:57:01 pm »
I think the Heavy Beam Guardian needs a look. The description says it fires a beam that hits multiple ships but the data files have a TargetsHitPerShot and ShotsPerSalvo of 1.
Hmm, I didn't write that one so I dunno.  I think it's actually a zenith-beam where it hits everything on the line rather than a human-heavy-beam that hits the first target and punches through if it does enough.  But it appears to lack the max-targets-hit limiter that's on the zenith-beam-frigate.  Which isn't necessarily a problem, but will probably change when I get around to inspecting guardian balance.

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Same with the Flak Guardian, in-game it says it shoots 31 shots per salvo, but the data file says it only shoots 1 shot.
Hmm, you're right.  The actuality is that it fires 30 shots per salvo, each of which hits 3+mk targets.  A mkII with an effective rof of 150/8 (1500*mk strength) seems pretty intense, but it used to be a lot worse.  Anyway, the reference export appears to be assuming that grenades are always single-shot-per-salvo, which is evidently not true :)

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Also, is there a cap of 200 units hit for AOE? I'm looking at things like the Lightning Warhead, Lightning Guardian and Self-Destruct guardian and the data file has a "TargetsHitPerShot" of 200 for all of those. Is that actually true in game or is it just as high as the data file export can go?
I just put 200 in that column for the uncapped radial aoe units so that the max-dps computation had something to work with.  That cap is not true in-game, though as it happens the electric shuttle and lightning turret do have a cap of 200, which I guess is kind of confusing ;)

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What is the range on the self-destruct guardian? The data file says '-1000' range, I've put the target seek range in for now.
-1000 = melee range.  In the code Explosion range is 2500/mk on that one (yes, divided by, I dunno exactly why).
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