Example: Damage base are 1 hp, but WMD 10.
Does it effect light gunship?
Also, I want to know how turn a laser from rectangle shape into blaster-like shape (like TeV 9 blaster and Bolide blaster).
Does the WMD damage effect non-compartment type starship?
- DigaRW
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the compartments tend to make the ship strong ( not by much ) because it holds down the damage to the entire ship ( which is good )
compartments also work great with visible damage.
However, all ships will take damage and the engine will determine where and how to spread that damage based on the ship's build.
if you wanted to say : edit a laser blaster to look like a Howitzer : you go to the StdWeapons.xml and select things you want to use ( custom colors was once posted by Datal : unfortunately his image is no longer available : it's corrupted, but he made a wonderful set of colors using PrimaryColor & a secondary as well)
you go from this:
compartments also work great with visible damage.
However, all ships will take damage and the engine will determine where and how to spread that damage based on the ship's build.
if you wanted to say : edit a laser blaster to look like a Howitzer : you go to the StdWeapons.xml and select things you want to use ( custom colors was once posted by Datal : unfortunately his image is no longer available : it's corrupted, but he made a wonderful set of colors using PrimaryColor & a secondary as well)
you go from this:
to this:<Weapon
type= "beam"
damage= "laser:1d6"
fireRate= "10"
lifetime= "30"
powerUse= "20"
effect= "&efLaserBeamDefault;"
sound= "&snLaserCannon;"
>
</Weapon>
</ItemType>
and THAT will turn your game to a killing machine if somebody starts a fight<Weapon
type= "missile"
damage= "thermo:8d12; momentum3; WMD5"
fireRate= "35"
missileSpeed= "50"
lifetime= "120"
hitPoints= "10"
powerUse= "400"
recoil= "2"
effect= "&efThermoShellDefault;"
fireEffect= "&efThermoFireDefault;"
sound= "&snRecoillessCannon;"
>
<HitEffect
sound="&snArmorHit1;"
>
<Image imageID="&rsMediumExplosions;"
imageX="0"
imageY="0"
imageWidth="64"
imageHeight="64"
imageFrameCount="16"
imageTicksPerFrame="2"/>
<Flare
style= "fadingBlast"
radius= "100"
primaryColor= "0xff, 0xff, 0xf0"
lifetime= "8"
/>
</HitEffect>
</Weapon>
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
- TheLoneWolf
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Wait. I was looking at 1.7a vanilla source files. I found as well as
The main differences are the use of ";" and "," in attributes and ":" in the ratings. I'm confused as you are using "WMD7" and I'm using "WMD:7". Do they both work, or I'm confused by reading too many XML files, old and new?
Code: Select all
attributes= "genericClass, ranx, minorItem"
...
WMD7
mining7
Code: Select all
attributes= "genericClass; ranx; minorItem"
...
WMD:7
mining:7
- DigaRW
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WMD without two dot it seem working in my mod, but I think that not have any difference.
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- digdug
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between WMDx and WMD:x there is a big difference. The engine uses 2 different curves for the calculations of WMD.
the new curve is:
WMD 0 = 10%
WMD 1 = 25%
WMD 2 = 32%
WMD 3 = 40%
WMD 4 = 50%
WMD 5 = 63%
WMD 6 = 80%
WMD 7 = 100%
notice that WMD0 weapons in 1.7 can damage internal compartments and stations.
Please don't use anymore WMD7 as it's deprecated. Update your mod to use apiVersion 29 and use WMD:7
the new curve is:
WMD 0 = 10%
WMD 1 = 25%
WMD 2 = 32%
WMD 3 = 40%
WMD 4 = 50%
WMD 5 = 63%
WMD 6 = 80%
WMD 7 = 100%
notice that WMD0 weapons in 1.7 can damage internal compartments and stations.
Please don't use anymore WMD7 as it's deprecated. Update your mod to use apiVersion 29 and use WMD:7
- DigaRW
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Oh I see.digdug wrote:between WMDx and WMD:x there is a big difference. The engine uses 2 different curves for the calculations of WMD.
the new curve is:
WMD 0 = 10%
WMD 1 = 25%
WMD 2 = 32%
WMD 3 = 40%
WMD 4 = 50%
WMD 5 = 63%
WMD 6 = 80%
WMD 7 = 100%
notice that WMD0 weapons in 1.7 can damage internal compartments and stations.
Please don't use anymore WMD7 as it's deprecated. Update your mod to use apiVersion 29 and use WMD:7
My mod using both of them, so I will swiftly fix it.
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- DigaRW
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Wait, what the difference WMD: 0 and non WMD? Or they are same?digdug wrote: WMD 0 = 10%
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I often copy out the codes from the game .xml as it is posted for us to access .
the " screwy code" I posted here was right out of the game's .xml ( lasers and howitzers )
which proves what I always figured : "Depreciated" isn't dead - it's just not popular
the " screwy code" I posted here was right out of the game's .xml ( lasers and howitzers )
which proves what I always figured : "Depreciated" isn't dead - it's just not popular
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Weapons have WMD 0 unless you specify otherwise. George made this change for 1.7 alpha when he rebalanced all the weapons. More information here:DigaRW wrote:Wait, what the difference WMD: 0 and non WMD? Or they are same?digdug wrote: WMD 0 = 10%
https://ministry.kronosaur.com/record.hexm?id=29058
For 1.7 Alpha 1, I've made a change to the WMD algorithm. First, all weapons now do at least 10% damage using a stochastic adjustment. For example, 1 HP of laser damage will do 0 damage 90% of the time and 1 point 10% of the time. Previously, we would always do a minimum of 1 point, which skewed the WMD rating of low-level, high-fire-rate weapons.
I've altered the curve. The scale now looks like this:
WMD 0 = 10%
WMD 1 = 25%
WMD 2 = 32%
WMD 3 = 40%
WMD 4 = 50%
WMD 5 = 63%
WMD 6 = 80%
WMD 7 = 100%