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Veteran unit upgrades & required experience


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Posted

Buildings

Construction Yard:

Experience Score = 4

Windtrap:

Experience Score = 2

Barracks:

Experience Score = 3

Wall:

No Experience Score

Refinery:

Experience Score = 4

Factory:

Experience Score = 4

Outpost:

Experience Score = 3

Hangar:

Experience Score = 4

Helipad:

Experience Score = 2

Starport:

Experience Score = 4

Palace:

Experience Score = 4

All Turrets:

Experience Score = 3

All Subhouse buildings:

Experience Score = 3

Units

Harvester:

Experience Score = 4

MCV:

Experience Score = 4

Carryall:

Experience Score = 3

Atreides

Atreides Scout:

Experience Score = 1

Atreides Light Infantry:

Experience Score = 2

Level 1: Score required = 5

  Total Health = 800 (was 600)

  Extra Damage Dealt = 50%

Level 2: Score required = 10

  Self Repair = 1/tick

Level 3: Score required = 20

  Extra Armor = 50%

  Able to return to Barracks

Atreides Sniper:

Experience Score = 2:

Level 1: Score Required = 4

  Extra Armor = 50%

Level 2: Score Required = 12

  Self Repair = 1/tick

Level 3: Score Required = 30

  Stealthed When Standing Still

  Able to return to Barracks

Atreides Engineer:

Experience Score = 2

Atreides Kindjal Infantry:

Experience Score = 2

Level 1: Score Required = 2

  Total Health = 800 (was 600)

  Extra Damage Dealt = 50%

Level 2: Score Required = 10

  Self Repair = 1/tick

Level 3: Score Required = 20

  Extra Damage Dealt = 100 %

  Able to return to Barracks

  REMOVED - Weapon Range Increase = 50% {too bad they left that one out...}

Atreides Sand Trike:

Experience Score = 2

Level 1: Score Required = 8

  Extra Armor = 50%

Level 2: Score Required = 20

  Speed = 20.0 (was 12.0)

Level 3: Score Required = 40

  Extra Damage Dealt = 50%

  Weapon Range Increase = 50%

Atreides Mongoose:

Experience Score = 3

Level 1: Score Required = 10

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Level 2: Score Required = 24

  Weapon Range Increase = 50%

Level 3: Score Required = 48

  Extra Damage Dealt = 75%

Atreides APC:

Experience Score = 3

Level 1: Score Required = 8

  Extra Armor = 50%

Level 2: Score Required = 20

  Speed = 12.0 (was 8.0)

Level 3: Score Required = 40

  Extra Armor = 75%

Atreides Repair Vehicle:

Experience Score = 3

Atreides Minotaurus:

Experience Score = 4

Level 1: Score Required = 10

  Extra Armor = 50%

  Extra Damage Dealt = 50%

Level 2: Score Required = 24

  Extra Armor = 75%

Level 3: Score Required = 48

  Extra Damage Dealt = 75%

Atreides Sonic Tank:

Experience Score = 4

Level 1: Score Required = 13

  Extra Damage Dealt = 50%

Level 2: Score Required = 30

  Extra Armor = 50%

Level 3: Score Required = 60

  Extra Damage Dealt = 25%

  Weapon Range Increase = 50%

Atreides Airdrone:

Experience Score = 2

Level 1: Score Required = 10

  Extra Damage Dealt = 25%

  Extra Armor = 50%

Level 2: Score Required = 24

  Weapon Range Increase = 50%

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

Atreides Ornithopter:

Experience Score = 3

Level 1: Score Required = 10

  Extra Damage Dealt = 25%

Level 2: Score Required = 24

  Speed = 30 (was 20)

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Atreides Advanced Carryall:

Experience Score = 3

Harkonnen

Harkonnen Scout:

Experience Score = 1

Harkonnen Light Infantry:

Experience Score = 2

Level 1: Score Required = 3

  Extra Damage Dealt = 25%

Level 2: Score Required = 10

  Self Repair = 1/tick

Level 3: Score Required = 20

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Trooper:

Experience Score = 2

Level 1: Score Required = 4

  Extra Damage Dealt = 25%

Level 2: Score Required = 10

  Self Repair = 1/tick

Level 3: Score Required = 20

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Engineer:

Experience Score = 2

Level 1: Score Required = 2

  Extra Armor = 25%

Level 2: Score Required = 6

  Extra Armor = 50%

Level 3: Score Required = 12

  Extra Armor = 75%

Harkonnen Flame Infantry:

Experience Score = 2

Level 1: Score Required = 4

  Extra Damage Dealt = 25%

Level 2: Score Required = 10

  Self Repair = 1/tick

Level 3: Score Required = 20

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Buzzsaw:

Experience Score = 2

Level 1: Score Required = 8

  Speed = 12.0 (was 8.0)

Level 2: Score Required = 20

  Self Repair = 1/tick

Level 3: Score Required = 40

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Assault Tank:

Experience Score = 4

Level 1: Score Required = 10

  Extra Damage Dealt = 25%

Level 2: Score Required = 24

  Self Repair = 1/tick

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Flame Tank:

Experience Score = 3

Level 1: Score Required = 10

  Extra Damage Dealt = 25%

Level 2: Score Required = 24

  Self Repair = 1/tick

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Inkvine Catapult:

Experience Score = 3

Level 1: Score Required = 10

  Extra Damage Dealt = 25%

Level 2: Score Required = 24

  Self Repair = 1/tick

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Missile Tank:

Experience Score = 3

Level 1: Score Required = 10

  Extra Damage Dealt = 25%

Level 2: Score Required = 24

  Self Repair = 1/tick

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Devastator:

Experience Score = 4

Level 1: Score Required = 13

  Extra Damage Dealt = 25%

Level 2: Score Required = 30

  Self Repair = 1/tick

Level 3: Score Required = 60

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Air Defense Platform:

Experience Score = 2

Level 1: Score Required = 10

  Extra Damage Dealt = 25%

  {Westwood/IG had considered adding a new turret here = more firepower}

Level 2: Score Required = 24

  Self Repair = 1/tick

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Gunship:

Experience Score = 3

Level 1: Score Required = 10

  Extra Damage Dealt = 25%

  {Westwood/IG had considered adding a new turret here = more ammo to carry}

Level 2: Score Required = 24

  Self Repair = 1/tick

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

  Extra Armor = 50%

Harkonnen Advanced Carryall:

Experience Score = 3

Ordos

Ordos Scout:

Experience Score = 1

Ordos Chemical Infantry:

Experience Score = 2

Level 1: Score Required = 3

  Self Repair = 1/tick

Level 2: Score Required = 10

  Extra Armor = 50%

Level 3: Score Required = 20

  Extra Damage Dealt = 50%

Ordos AA Trooper:

Experience Score = 2

Level 1: Score Required = 4

  Self Repair = 1/tick

Level 2: Score Required = 10

  Extra Armor = 50%

Level 3: Score Required = 20

  Extra Damage Dealt = 50%

Ordos Engineer:

Experience Score = 2

Ordos Mortar Infantry:

Experience Score = 2

Level 1: Score Required = 4

  Self Repair = 1/tick

Level 2: Score Required = 10

  Extra Armor = 50%

Level 3: Score Required = 20

  Extra Damage Dealt = 50%

Ordos Saboteur:

Experience Score = 2

Ordos Dust Scout:

Experience Score = 2

Level 1: Score Required = 8

  Extra Armor = 50%

Level 2: Score Required = 20

  Extra Armor = 75%

Level 3: Score Required = 40

  Extra Damage Dealt = 50%

  Weapon Range Increased = 50%

Ordos Laser Tank:

Experience Score = 3

Level 1: Score Required = 10

  Extra Armor = 50%

Level 2: Score Required = 24

  Weapon Range Increase = 50%

Level 3: Score Required = 48

  Extra Damage Dealt = 50%

Ordos APC:

Experience Score = 3

Level 1: Score Required = 8

  Extra Armor = 50%

Level 2: Score Required = 20

  Speed = 20.0 (was 10.0)

Level 3: Score Required = 40

  Extra Armor = 75%

Ordos Kobra:

Experience Score = 4

Level 1: Score Required = 13

  Extra Armor = 50%

Level 2: Score Required = 30

  Extra Damage Dealt = 50%

Level 3: Score Required = 60

  Speed = 12.0 (was 5.0)

  Extra Damage Dealt = 75%

Ordos Deviator:

Experience Score = 4

Level 1: Score Required = 10 {gets points for succesfully converting units}

  Extra Armor = 50%

Level 2: Score Required = 24

  ExtraRange = 25%

Level 3: Score Required = 48

  Extra Armor = 75%

Ordos AA Mine:

Experience Score = 2 {Only when you destroy the mine, without activating the detonating mechanism}

Ordos Eye In The Sky:

Experience Score = 3

Ordos Advanced Carryall:

Experience Score = 3

Subhouses {Hmm, you don't seem to get experience points for killing Subhouse units}

Fremen Warrior:

Level 1: Score Required = 4

  Extra Damage Dealt = 50%

Level 2: Score Required = 14

  Extra Armor = 50%

Level 3: Score Required = 28

  Self Repair = 1/tick

Fremen Fedaykin:

Level 1: Score Required = 4

  Extra Damage Dealt = 50%

Level 2: Score Required = 14

  Extra Armor = 50%

Level 3: Score Required = 28

  Self Repair = 1/tick

Imperial Sardaukar:

Level 1: Score Required = 6

  Extra Damage Dealt = 50%

Level 2: Score Required = 16

  Extra Armor = 50%

Level 3: Score Required = 32

  Self Repair = 1/tick

Imperial Sardaukar Elite:

Level 1: Score Required = 6

  Extra Damage Dealt = 50%

Level 2: Score Required = 16

  Extra Armor = 50%

Level 3: Score Required = 32

  Self Repair = 1/tick

Ixian Projector:

Level 1: Score Required = 4 {Try to kill units with that crappy weapon :)}

  Extra Damage Dealt = 50%

Level 2: Score Required = 8

  Extra Armor = 50%

Level 3: Score Required = 16

  Self Repair = 1/tick {Useless, the Ixian Projector already has Self Healing 1/tick}

Ixian Infiltrator:

Can't get veterancy through combat {duh... :)}

Tleilaxu Contaminator:

Level 1: Score Required = 4

  Extra Armor = 25%

Level 2: Score Required = 10

  Extra Armor = 50%

Level 3: Score Required = 20

  Extra Armor = 75%

Tleilaxu Leech:

Level 1: Score Required = 4 {Unit gets points for succesfully infecting units)

  Extra Damage Dealt = 50% {The Tleilaxu Leech does also some damage, beside infecting units, this damage has been increased}

Level 2: Score Required = 8

  Extra Armor = 50%

Level 3: Score Required = 16

  Self Repair = 1/tick {Useless, the Tleilaxu Leech already has Self Healing 1/tick}

Guild NIAB Tank: {For all who think this unit was overpowered, here is WW/IG's comment: "this unit needs to be spectacular!!!!!!!!"}

Level 1: Score Required = 18

  Extra Damage Dealt = 50%

Level 2: Score Required = 20

  Extra Armor = 50%

Level 3: Score Required = 40

  Self Repair = 1/tick {Useless, the Guild NIAB Tank already has Self Healing 1/tick}

Guild Maker:

Level 1: Score Required = 6

  Extra Damage Dealt = 50%

Level 2: Score Required = 16

  Extra Armor = 50%

Level 3: Score Required = 32

  Self Repair = 1/tick {Useless, the Guild Maker already has Self Healing 1/tick}

Special {Following data might explain why hitting worms gives so much experience}

"SurfaceWorm":

HitExperience Score = 1

"BigWorm":

HitExperience Score = 2

"SmallWorm":

HitExperience Score = 1

Some clarifications:

"Experience Score" = How much experience you get for killing that unit

"Score Required" = Experience points required for advancing a level

"Extra Damage Dealt" = Applies to all weapons, I guess percentages are cumilative (50% extra + 50% extra = 125% extra)

"Weapon Range Increase = Applies to all weapons (not the knife)

"Extra Armor" = That is the extra damage reduction

"Able to return to Barracks" = Able to return to the Atreides Barracks to upgrade your troops newly built.

Text between '{' and '}' are my comments.

  • 3 weeks later...
Posted

When I was looking through the Rules.txt while I was modding Emperor a long time ago, I did happen to notice those particular units got self-healing at certain levels when they already had it by default. I don't know what the reason behind that is, but from what I've seen through all the time I spent looking through the file, I'm guessing that when the Rules for the game were initially created, some things were cancelled out or changed, and the previous settings were left in place, provided that they didn't have any noticeable effects.

There are lots of units/buildings in the Rules.txt file that I don't think are even seen or used once in the game. Some of them are even fully functional or usable when 'unlocked'. :) I guess they were just left there to gather dust when Westwood decided that they were no longer necessary.

As for whether or not there is any difference in the repair rate between a level 2 NIAB tank and a level 3 NIAB, the answer is no. This can be proven by looking at all the statistics for the Guild NIAB Tank.

Here are the full statistics for the Guild NIAB Tank (I'm not sure if the 1.09 patch modified any unit stats btw):

[GUNIABTank] //this unit needs to be spectacular!!!!!!!!

NiabTank = TRUE

House = Guild

StormDamage=10

PrimaryBuilding = GUPalace

UnitGroup = FromGUPalace

UpgradedPrimaryRequired = TRUE

Terrain = Rock, Sand, NBRock, Ramp

Cost = 2000 ///Expensive so needs to be special!!!!!

BuildTime = 720

Size = 2

Speed = 12.0 //game coord per update

TurnRate = 0.3 //radians per update

TurretAttach = GUNIABTankGun

Armour = Medium

Health = 3000

CanSelfRepair = 1 //per model tick

//SoundSelected = Selected

//SoundOrdered = Ordered

//SoundID = 31

ExplosionType = Explosion

ViewRange = 4,8,InfRock

Debris = DebrisMedium

AiTank = TRUE

TechLevel = 5

DamageEffect = MediumDamageFX

ChaosEffect = MediumChaosFX

HawkEffect = MediumHawkFX

TastyToWorms = True

WormAttraction = 8

CanMoveAnyDirection = TRUE

CrateGift = TRUE

GetsHeightAdvantage = FALSE

TeleportSleepTime = 93 //delay before a teleported unit can be used

AIThreat = 100

// LEVEL 1 ----------------------------------

VeterancyLevel = 18 // Score required

ExtraDamage = 50 // 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------

VeterancyLevel = 20

ExtraArmour = 50 // Takes 50% less damage

// LEVEL 3 ----------------------------------

VeterancyLevel = 40

CanSelfRepair = 1 // Should have 0.5?

The items in red are what we're interested in. The value after the 'CanSelfRepair =' line, indicates how much the unit self-repairs every 'tick'.

Since the Guild NIAB Tank self-repairs at a rate of '1' by default, when it gets to level 3, it will still self-repair at a rate of '1', which means that there is no difference in the repair rate of a level 3 Guild NIAB Tank, compared to a Guild NIAB Tank at any other level.

If a Guild NIAB Tank had CanSelfRepair = 2 when it reached level 3, then there would be a difference. :)

Posted

I will probably make the list better readable soon and correct some stuff, and add the experience score you get for which unit too.

I'll open this thread for now, so comments can be made :)

  • 1 month later...
Posted

Not exactly,

when you kill a trooper you get 2 points added to the score of that unit, but when you kill a scout, you only get 1 point. And you don't get any points at all for Subhouse units...

You can see the points you get in the list.

  • 2 months later...
Posted

once your Atr inf unit reaches the lvl of 3 chevrons he can then enter your barracks and start trainning one chevron'd inf. If you place 3 of the same three chevron'd inf units in you barrack then you can train lvl 3 inf. That in my opion has to be the best House special, although you rarely see it done online.

Posted

once your Atr inf unit reaches the lvl of 3 chevrons he can then enter your barracks and start trainning one chevron'd inf. If you place 3 of the same three chevron'd inf units in you barrack then you can train lvl 3 inf. That in my opion has to be the best House special, although you rarely see it done online.

Could it be done to the Fremen and Sardaukar sub houses while playing with Atreides? Because then it would be most effective.

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