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Posted

Ok, I got Emperor 1.04, if I rmember correctly. This has probably been asked quite a few times and guess I'll join the ranks of idiots. My problem so far is that I can't seem to be able to send my elite unites back to the barracks or sard building, any trick to this or just clcik the ranked unit and click on the building? (if that's it doesn't work.)

Vasile

Posted

first thing, It ONLY works with house atr. infantry you are using house atr right? and it does not work with sards.

Also, you should probably download the 1.09 patch, because there are many fixes that make the game more balanced. and there is also a better attack that is not in the 1.04 version (the ctrl+ shift attack)

Posted

Yeah, I'm House Atr. right now and have tried it with inf. Not sure if there a command or button I need to press, nothing goes back into the barracks at all. And can't install 1.09 patch right now..since..well..Just can't at the moment. Won't explain but that's what I will say...So any other input?

Posted

I honestly cant remember if it even works without the patch.  But the way you can tell if it is working is if you grab your level 3 infantry unit. (they are level 3 that you are using right?) then you hover over the barracks and it will show 3 arrows pointing down then you just left click on the barracks and the infantry will go in, then from then on all infantry you make will be level 1, if you put in another level 3 infantry unit, then they will all be level 2 that you make from then on.  Do it again, and all the infantry will be level 3 that you make from then on.

Posted

::)No not scouts, they dont have a gun so they cant progress to 1st level let alone 3rd level Elites!

So you also cant promote an Atr Engineer either (no gun again).

Posted

I figured as much, but yeah got it finally work and finally got v1.09 on the game. Seems to crash a bit more though...which is odd. Oh well, doesn't matter much still fun.

Scots and Engineers...Yeah...I never really wanted them to get up a lvl or anything, just survive long enough to take a bulding. lol

Thanks for the help.

Posted

hey, a question...

who gets the points if 2 or more units shoot on to a enemy unit? the unit wich makes the most damage, or the unit wich kills the enemy finaly?

KALONY

Posted

IMHO it seems to be the one who was last to fire (and thus killed the enemy) UNLESS this would put the unit 2 Veterancy Levels higher than another unit that was also firing in which case the other is Leveled Up so that both units are the same veterancy...

...anyway thats my experience in campaign play.

Posted

I see it mostly happen to the unit that fire last, which can be a bit unfair on my unit that did all the work, and along comes a poncy allies unit and "pop", a veterancy level comes up for him!

Posted

thats not entirely true, he would only get a veterancy level if he would have killed some units prior to that one, giving it was the right amount to make this kill the one that reached the amount needed to gain a rank.

Posted

probably a stupid question, maybe covered somewhere else, but does anyone know the actual promotion process?  what i mean is, how many units do i have to kill to advance to the next level?

Posted

Doompoo...wer (;)) yes, come to think of it, I think you are right. But that unit does get credited with the kill, even though he only fired the last shot.

Hughtrain, there is a table somewhere on this site which shows exactly that...I think it was a specific table on a webpage here somewhere.

If I get a chance (time) I will look for it for you.

Posted

probably a stupid question, maybe covered somewhere else, but does anyone know the actual promotion process? what i mean is, how many units do i have to kill to advance to the next level?

There is no "set number" of units you have to kill to advance. Evrything is based on a point system. You get more points for killing a mino than you do for killing a scout. I'm not sure exactly how many points are given for each unit(Buildings also have different point values) that is killed. I came across a link years ago that listed all the statistical information anyone would ever want to know about EBFD. It had build times, armor ratings, unit ranges veterency info, it even determined their likely hood to attract worms if living world is on.

If anyone else recalls this link and knows where it is, please post it so we may all benefit from theinfo there.

Posted

ok i found this, thanks to Timenn for posting it

it was located in the sub forum here

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.

Posted

Just a quick comment on the list note:

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

The % increases are not cumilative, each one is separate so at each level you gain only that % increase over the Original weapon damage, (and then the warhead/armour type % is applied). So if there is a level with ExtraDamage = 25% the gun now fires at 125% of original, at the next level the value is ExtraDamage = 50% then the gun fires at 150% of original.

The system also takes negative values (shorter range, less damage, less armour than standard).

By the way the maximum ExtraArmour = 100% which makes the unit invulnerable!

Also only Great House units have "Killed Scores" you gain nothing killing a sub-house unit (unless it is one of a few campaign incidental units like IMTANK and GUNIAP that have "Killed Score" values).

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