I wrote the tutorial 4.2.2016, hopefully things dont change radically in future :)
I have fixed some campaign units and I always need to check right values for weapons by checking other units. I hope this list helps people to learn how weapons with create persistent effects and area damage work.
I use Goliath as example unit.
1. Start from unit by selecting Goliath. Check field (Basic) Combat: Weapons +
You may wish to remove or add weapons.
2. Select weapon "Goliath - Hellfire missiles"
You may wish to modify fields:
(Basic) Stats: Arc * This affects on how your unit turns towards enemy when he starts shooting
(Basic) Stats: Range *
(Basic) Stats: Period * This affects how often weapon fires. If you want to shoot 3 missiles in 3 seconds set this to 3.00 and Perioidic durations to 0 from "Create persistent" effect. (Easiest way for correct DPS)
(Basic) UI: Damage display effect * This field may show wrong amount of damage with "create persistent effects"! This is only cosmetic UI effect.
(Basic) UI: Display attack count * This field does not affect on amount of shot missiles! This is just "display" effect
Basic (Weapon) Target Filters * If you want to shoot air and ground select "Allowed" for both.
(Basic) Effect: Period Count * This is how many missiles unit shoots
(Basic) Effect: Period Durations * This affects how missiles are shot. If you shoot 5 missiles, you need 5 fields on this. If value is 0 all five missiles are shot at same time.
(Basic) Effect: Period Effects * Add "Lauch Missile" effect on this.
4. Select effect "Goliath ALM", better name for this should be like "Hellfire Missile Pack (Launch Missile)
You may wish to modify fields:
(Basic) Effect: Impact Effect: This is the effect when missile hits target so (Damage) is usually wanted effect.
(Basic) Combat: Amount * This is damage per single missile
(Basic) Combat: Attribute Bonus^ * This is damage per single missile
(Basic) Search Area: This adds AoE damage. Modify "Fraction" to customize damage unit takes in area. Fraction of 1 means 100 % and 0.5 means 50 %. Modify "Radius" to define, well.. radius. You can have many values for single area damage effect, for example units in centre of explosion take more damage.
(Basic) Search: Search Filters: Modify this to add or remove friendly fire effects
I attached a little test map that hopefully helps you to learn more about subject and inspires you to test things.
Well, That depends on how experinced data editor you are ofcourse. That kind of information is useful for people who like to edit existing units. For example I have noticed in some maps tooltips do not show correct information about damage. Hopefully this helps to understand how effects are linked to each other. Should I improve the tutorial to more specific direction, like "How to make Goliath that shoots 10 missiles in 1.8 seconds to ground units only"? Or is this post better at data section of forum?
I think the intent of the tutorial is fine, but not the execution. My suggestions would be to be more specific in points to cover. Maybe make it a more broader question answer format. Example
"Where do I look to set how much damage my unit does?"
Go weapon, look at the linked damage effect, etc.
"My tooltip is wrong!"
Make sure your tooltip has a path of Button/ToolTip/MyID blablablabl
I wrote the tutorial 4.2.2016, hopefully things dont change radically in future :)
I have fixed some campaign units and I always need to check right values for weapons by checking other units. I hope this list helps people to learn how weapons with create persistent effects and area damage work.
I use Goliath as example unit.
1. Start from unit by selecting Goliath. Check field (Basic) Combat: Weapons +
You may wish to remove or add weapons.
2. Select weapon "Goliath - Hellfire missiles"
You may wish to modify fields:
(Basic) Stats: Arc * This affects on how your unit turns towards enemy when he starts shooting
(Basic) Stats: Range *
(Basic) Stats: Period * This affects how often weapon fires. If you want to shoot 3 missiles in 3 seconds set this to 3.00 and Perioidic durations to 0 from "Create persistent" effect. (Easiest way for correct DPS)
(Basic) UI: Damage display effect * This field may show wrong amount of damage with "create persistent effects"! This is only cosmetic UI effect.
(Basic) UI: Display attack count * This field does not affect on amount of shot missiles! This is just "display" effect
Basic (Weapon) Target Filters * If you want to shoot air and ground select "Allowed" for both.
3. Select effect Goliath Hellfire Missile Pack (Persistent)
You may wish to modify fields:
(Basic) Effect: Period Count * This is how many missiles unit shoots
(Basic) Effect: Period Durations * This affects how missiles are shot. If you shoot 5 missiles, you need 5 fields on this. If value is 0 all five missiles are shot at same time.
(Basic) Effect: Period Effects * Add "Lauch Missile" effect on this.
4. Select effect "Goliath ALM", better name for this should be like "Hellfire Missile Pack (Launch Missile)
You may wish to modify fields:
(Basic) Effect: Impact Effect: This is the effect when missile hits target so (Damage) is usually wanted effect.
5. Select effect: Goliath Hellfire Missile Pack (Damage)
You may wish to modify fields:
(Basic) Combat: Amount * This is damage per single missile
(Basic) Combat: Attribute Bonus^ * This is damage per single missile
(Basic) Search Area: This adds AoE damage. Modify "Fraction" to customize damage unit takes in area. Fraction of 1 means 100 % and 0.5 means 50 %. Modify "Radius" to define, well.. radius. You can have many values for single area damage effect, for example units in centre of explosion take more damage.
(Basic) Search: Search Filters: Modify this to add or remove friendly fire effects
I attached a little test map that hopefully helps you to learn more about subject and inspires you to test things.
what exactly are we supposed to learn here?
Well, That depends on how experinced data editor you are ofcourse. That kind of information is useful for people who like to edit existing units. For example I have noticed in some maps tooltips do not show correct information about damage. Hopefully this helps to understand how effects are linked to each other. Should I improve the tutorial to more specific direction, like "How to make Goliath that shoots 10 missiles in 1.8 seconds to ground units only"? Or is this post better at data section of forum?
I think the intent of the tutorial is fine, but not the execution. My suggestions would be to be more specific in points to cover. Maybe make it a more broader question answer format. Example
"Where do I look to set how much damage my unit does?"
Go weapon, look at the linked damage effect, etc.
"My tooltip is wrong!"
Make sure your tooltip has a path of Button/ToolTip/MyID blablablabl
And so on.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
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