gunner154 Posted May 6, 2008 Share Posted May 6, 2008 I wouldn't advocate the Wolfenstein: Enemy Territory style because it greatly widen the gap between the good players and the weaker players. Think of the commando medics ripping player after player apart. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 6, 2008 Share Posted May 6, 2008 Bah, that's what all the ET newbies say :P I would like some kind of skills level if possible, rather than just basing it on kills. You could take other details into account, such as time gone without being killed, amount of repairing done, amount of time in a vehicle, as well as dividing kills into different weapon classes. Quote Link to comment Share on other sites More sharing options...
Edric O Posted May 6, 2008 Share Posted May 6, 2008 How about making it based only on kills, but every time you die you have to start over? Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 6, 2008 Share Posted May 6, 2008 It is possible to have skills which carry on from game to game, and still keep it balanced. A system that rewards constant players will attract people to keep coming back to this game. Quote Link to comment Share on other sites More sharing options...
TeamWolf Posted May 6, 2008 Author Share Posted May 6, 2008 The vet system will be you get X amount of points and you rank up one level, then you get anouther x amount of points then you rank up again and this will be the highest levle (or one more level) when you die, your player will just be normal again but we might add a feature were you get discounts on your purchaes and abit more armour. But, this will not be carried over to the next game. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 6, 2008 Share Posted May 6, 2008 Will it not be possible to carry it over to the next game? Quote Link to comment Share on other sites More sharing options...
Andrew Posted May 6, 2008 Share Posted May 6, 2008 What about resetting all stats every week/month/time interval?That way every so often everyone is on a level playing field at the start of the reset at least. And people who play longer online during that period will get better and thus rewarded with powerups or whatever you are planning. But once a reset occurs, they lose everything and everyone starts over.I know with one online game I've played in the past, the player stats are cleaned every 2 weeks I believe (kills/deaths and a bunch of stats. But these stats do not impact on the player at all anyways, it is more of just a way to know who is active/good during the time frame). Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 6, 2008 Share Posted May 6, 2008 A veterancy system that does not reset can remain balanced, as long as the advantages are not too great. Perhaps people could lose "XP" if they do not play for a certain amount of time, so it 'decays'. Quote Link to comment Share on other sites More sharing options...
cnc95fan Posted May 6, 2008 Share Posted May 6, 2008 Erm, I'm not sure what kind of veterancy you are talking about here. If you mean ladders, that won't be kept under control by us.The ingame veterancy, whereby you kill an X number of stuff, and gain more health and better weapons etc, that will be implemented based on the E:BFD system. We found that it was extremely balanced. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 6, 2008 Share Posted May 6, 2008 Do you have access to the E:BFD files to get the exact veterancy stats? If not, I can provide them for you. Quote Link to comment Share on other sites More sharing options...
TeamWolf Posted May 6, 2008 Author Share Posted May 6, 2008 PLease do, you'd be helping us out alot. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 8, 2008 Share Posted May 8, 2008 Unfortunately, when I opened the rules.txt that is available on this site, the information was on one continuous line for some reason, but I managed to sort some of the data out. I don't have an unmodded rules.txt, so the site one will have to do for the moment.Atreides Infantry[ATKindjal]Score = 2DeployInf = TRUEHouse = AtreidesStormDamage=74 // (1*64)+10StormDamage=10 //only damages is never picked upPrimaryBuilding = ATBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampUpgradedPrimaryRequired = TRUECost = 150BuildTime = 144Size = 1Speed = 4.0 //game coord per updateTurretAttach = ATKindjalGun, ATKindjalBigGun TurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 600Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 00ViewRange = 10AiFoot = TRUETechLevel = 4ReinforcementValue = 3Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 50// LEVEL 1 ----------------------------------VeterancyLevel = 2 // Score requiredHealth = 800ExtraDamage = 50 // 50% more damage - applied to all weapons// LEVEL 2 ----------------------------------VeterancyLevel = 10CanSelfRepair = 1// LEVEL 3 ----------------------------------VeterancyLevel = 20Elite = TRUE//ExtraRange = 50 - removed // 50% more rangeExtraDamage = 100 // 100% more damage - applied to all weapons[ATInfantry]Score = 2House = AtreidesStormDamage=138 // (2*64)+10PrimaryBuilding = ATBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 60BuildTime = 87Size = 1Speed = 6.0 //game coord per updateTurretAttach = ATInfGun TurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 600Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 16ViewRange = 7AiFoot = TRUETechLevel = 1ReinforcementValue = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 20// LEVEL 1 ----------------------------------VeterancyLevel = 5 // Score requiredHealth = 800ExtraDamage = 50 // 50% more damage - applied to all weapons// LEVEL 2 ----------------------------------VeterancyLevel = 10CanSelfRepair = 1// LEVEL 3 ----------------------------------VeterancyLevel = 20Elite = TRUEExtraArmour = 50 //50% less damage received[ATScout]Score = 1House = AtreidesStormDamage=202 // (3*64)+10PrimaryBuilding = ATBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 30BuildTime = 65Size = 1Speed = 7.0 //game coord per update TurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 200Infantry = trueStealthedWhenStill = TRUE //stealthCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 40ViewRange = 20AiCritical = TRUETechLevel = 1//ReinforcementValue = -1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUEUnstealthRange = 5ExcludeFromSkirmishLose = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 0[ATSniper]Score = 2House = AtreidesStormDamage=74 // (1*64)+10PrimaryBuilding = ATBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 150BuildTime = 99Size = 1Speed = 6.0 //game coord per updateTurretAttach = ATSniperGun TurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 600Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 6ViewRange = 15AiFoot = TRUETechLevel = 2ReinforcementValue = 2Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 30// LEVEL 1 ----------------------------------VeterancyLevel = 4 // Score requiredExtraArmour = 50 //50% less damage received// LEVEL 2 ----------------------------------VeterancyLevel = 12CanSelfRepair = 1// LEVEL 3 ----------------------------------VeterancyLevel = 30Elite = TRUEStealthedWhenStill = TRUE //stealth[ATEngineer]Score = 2House=AtreidesStormDamage=74 // (2*64)+10Engineer = TRUEPrimaryBuilding = ATBarracksUnitGroup = FromBarracksUpgradedPrimaryRequired = TRUETerrain = Rock, Sand, NBRock, InfRock, RampCost = 400BuildTime = 350 //was 144Size = 1Speed = 4.0 //was 5.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 400Infantry = trueCanBeSuppressed = TRUE//SoundSelected = EngineerSelected//SoundOrdered = EngineerOrdered//SoundID = 35ViewRange = 6AiSpecial = TRUETechLevel = 3//ReinforcementValue = 5Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUECrateGift = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 100//Harkonnen Infantry[HKLightInf]Score = 2House = HarkonnenStormDamage=138 // (2*64)+10PrimaryBuilding = HKBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 50BuildTime = 87Size = 1Speed = 4.0 //game coord per updateTurnRate = 0.2 //radians per tickTurretAttach = HKLightInfantryGun Armour = None, 50, InfRockHealth = 600Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 6AiFoot = TRUETechLevel = 1ReinforcementValue = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 4CanMoveAnyDirection = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 20// LEVEL 1 ----------------------------------VeterancyLevel = 3 // Score requiredExtraDamage = 25// LEVEL 2 ----------------------------------VeterancyLevel = 10CanSelfRepair = 1 // Need 0.5?// LEVEL 3 ----------------------------------VeterancyLevel = 20ExtraDamage = 50 // 50% more damage - applied to all weaponsExtraArmour = 50 // Takes 50% less damage[HKFlamer]Score = 2House = HarkonnenStormDamage=74 // (1*64)+10PrimaryBuilding = HKBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampUpgradedPrimaryRequired = TRUECost = 150BuildTime = 144Size = 1Speed = 4.0 //game coord per updateTurnRate = 0.2 //radians per tickTurretAttach = HKFlamerGun Armour = BPV, 50, InfRockHealth = 800Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 18ViewRange = 12AiFoot = TRUETechLevel = 4ReinforcementValue = 3Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 4CanMoveAnyDirection = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSECanBeRepaired = FALSEExplosionType = CrushedInfantryAIThreat = 40// LEVEL 1 ----------------------------------VeterancyLevel = 4 // Score requiredExtraDamage = 25// LEVEL 2 ----------------------------------VeterancyLevel = 10CanSelfRepair = 1 // Need 0.5?// LEVEL 3 ----------------------------------VeterancyLevel = 20ExtraDamage = 50 // 50% more damage - applied to all weaponsExtraArmour = 50 // Takes 50% less damage[HKTrooper]Score = 2House = HarkonnenStormDamage=74 // (1*64)+10PrimaryBuilding = HKBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 90BuildTime = 99Size = 1Speed = 4.0 //game coord per updateTurnRate = 0.2 //radians per tickTurretAttach = HKTrooperGun Armour = None, 50, InfRockHealth = 300Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 9ViewRange = 12AiFoot = TRUETechLevel = 2ReinforcementValue = 2Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 4CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 40// LEVEL 1 ----------------------------------VeterancyLevel = 4 // Score requiredExtraDamage = 25// LEVEL 2 ----------------------------------VeterancyLevel = 10CanSelfRepair = 1 // Need 0.5?// LEVEL 3 ----------------------------------VeterancyLevel = 20ExtraDamage = 50 // 50% more damage - applied to all weaponsExtraArmour = 50 // Takes 50% less damage[HKScout]Score = 1House = HarkonnenStormDamage=202 // (3*64)+10PrimaryBuilding = HKBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 30BuildTime = 86Size = 1Speed = 6.0 //game coord per updateTurnRate = 0.2 //radians per tick Armour = None, 50, InfRockHealth = 200Infantry = trueStealthedWhenStill = TRUE //stealthCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 1ViewRange = 20AiCritical = TRUETechLevel = 1//ReinforcementValue = -1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 4CanMoveAnyDirection = TRUEUnstealthRange = 5ExcludeFromSkirmishLose = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 0[HKEngineer]Score = 2House=HarkonnenStormDamage=74 // (1*64)+10Engineer = TRUEPrimaryBuilding = HKBarracksUnitGroup = FromBarracksUpgradedPrimaryRequired = TRUETerrain = Rock, Sand, NBRock, InfRock, RampCost = 400BuildTime = 350 //was 144Size = 1Speed = 4.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 600Infantry = trueCanBeSuppressed = TRUE//SoundSelected = EngineerSelected//SoundOrdered = EngineerOrdered//SoundID = 53ViewRange = 6AiSpecial = TRUETechLevel = 3TurretAttach = HKEngineerGun//ReinforcementValue = 5Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 4CanMoveAnyDirection = TRUECrateGift = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 100//Made this one easier than normal as the weapon is crap// LEVEL 1 ----------------------------------VeterancyLevel = 2 // Score requiredExtraArmour = 25 //Takes 25% less damage// LEVEL 2 ----------------------------------VeterancyLevel = 6ExtraArmour = 50 // Takes 50% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 12ExtraArmour = 75 // Takes 75% less damage Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 8, 2008 Share Posted May 8, 2008 // Ordos Infantry[ORMortar]Score = 2DeployInf = TRUEHouse = OrdosStormDamage=74 // (1*64)+10PrimaryBuilding = ORBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampUpgradedPrimaryRequired = TRUECost = 100BuildTime = 144Size = 1Speed = 4.0 //game coord per updateTurnRate = 0.2 //radians per tickTurretAttach = ORMortarInfGun, ORMortarInfBigGunArmour = None, 50, InfRockHealth = 700Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 42ViewRange = 8AiFoot = TRUETechLevel = 4ReinforcementValue = 3Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 40// LEVEL 1 ----------------------------------VeterancyLevel = 4 // Score requiredCanSelfRepair = 1 // LEVEL 2 ----------------------------------VeterancyLevel = 10ExtraArmour = 50 // Takes 50% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 20ExtraDamage = 50 // 50% more damage - applied to all weapons[ORChemical]Score = 2House = OrdosStormDamage=138 // (2*64)+10PrimaryBuilding = ORBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 50BuildTime = 87Size = 1Speed = 6.0 //game coord per updateTurnRate = 0.2 //radians per tickTurretAttach = ORChemicalGunArmour = None, 50, InfRockHealth = 575 Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 25ViewRange = 8AiFoot = TRUETechLevel = 1ReinforcementValue = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 20// LEVEL 1 ----------------------------------VeterancyLevel = 3 // Score requiredCanSelfRepair = 1 // LEVEL 2 ----------------------------------VeterancyLevel = 10ExtraArmour = 50 // Takes 50% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 20ExtraDamage = 50[ORScout]Score = 1House = OrdosStormDamage=202 // (3*64)+10PrimaryBuilding = ORBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 30BuildTime = 65Size = 1Speed = 8.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 200Infantry = trueStealthedWhenStill = TRUE //stealthCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 2ViewRange = 20AiCritical = TRUETechLevel = 1//ReinforcementValue = -1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUEUnstealthRange = 5ExcludeFromSkirmishLose = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 0[ORAATrooper]Score = 2House = OrdosStormDamage=74 // (1*64)+10PrimaryBuilding = ORBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 100BuildTime = 99Size = 1Speed = 4.0 //game coord per updateTurnRate = 0.2 //radians per tickTurretAttach = ORAATrooperGunArmour = None, 50, InfRockHealth = 300Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 23ViewRange = 8AiFoot = TRUETechLevel = 2ReinforcementValue = 2Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 40// LEVEL 1 ----------------------------------VeterancyLevel = 4 // Score requiredCanSelfRepair = 1 // LEVEL 2 ----------------------------------VeterancyLevel = 10ExtraArmour = 50 // Takes 50% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 20ExtraDamage = 50 // 50% more damage - applied to all weapons[ORSaboteur]Score = 2Saboteur = TRUEHouse = OrdosStormDamage=74 // (1*64)+10PrimaryBuilding = ORBarracksUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampUpgradedPrimaryRequired = TRUECost = 150BuildTime = 260Size = 1Speed = 6.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 600Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 15ViewRange = 8AiSpecial = TRUETechLevel = 5ReinforcementValue = 6//No turret, uses SaboteurBomb as a bulletResource = SaboteurBombCrushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUECrateGift = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSECanBeRepaired = FALSEExplosionType = SabotuerDeathAIThreat = 50[OREngineer]Score = 2House=OrdosStormDamage=74 // (1*64)+10Engineer = TRUEPrimaryBuilding = ORBarracksUnitGroup = FromBarracksUpgradedPrimaryRequired = TRUETerrain = Rock, Sand, NBRock, InfRock, RampCost = 400BuildTime = 350 //was 144Size = 1Speed = 4.0 //was 6.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 400Infantry = trueCanBeSuppressed = TRUE//SoundSelected = EngineerSelected//SoundOrdered = EngineerOrdered//SoundID = 20ViewRange = 6AiSpecial = TRUETechLevel = 3//ReinforcementValue = 5Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TRUEWormAttraction = 3CanMoveAnyDirection = TRUECrateGift = TRUECanBeDeviated = FALSECanBeRepaired = FALSEAIThreat = 100//Story Generals[ORGeneral]// Score ?House = OrdosStormDamage=10 //only damages is never picked upUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 40Size = 1Speed = 2.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 700Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiSpecial = TRUETechLevel = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = FalseWormAttraction = 1CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEScore = 4AIThreat = 60[ATGeneral]House = AtreidesStormDamage=10 //only damages is never picked upUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 400Size = 1Speed = 6.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = Earplugs, 50, InfRockHealth = 1000 //High as used for DukeInfantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiSpecial = TRUETurretAttach = IMSardaukarGunTechLevel = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = FalseWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEScore = 4AIThreat = 60// LEVEL 1 ----------------------------------VeterancyLevel = 5 // Score requiredExtraDamage = 25// LEVEL 2 ----------------------------------VeterancyLevel = 10CanSelfRepair = 1 // Need 0.5?// LEVEL 3 ----------------------------------VeterancyLevel = 20ExtraDamage = 50 // 50% more damage - applied to all weaponsExtraArmour = 50 // Takes 50% less damage[DukeAchillus]House = AtreidesStormDamage=10 //only damages is never picked upUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 400Size = 1Speed = 6.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = Earplugs, 50, InfRockHealth = 3500 //High as used for DukeInfantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiSpecial = TRUETurretAttach = IMSardaukarGunTechLevel = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = FalseWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEScore = 4AIThreat = 60// LEVEL 1 ----------------------------------VeterancyLevel = 5 // Score requiredExtraDamage = 25// LEVEL 2 ----------------------------------VeterancyLevel = 10CanSelfRepair = 1 // Need 0.5?// LEVEL 3 ----------------------------------VeterancyLevel = 20ExtraDamage = 50 // 50% more damage - applied to all weaponsExtraArmour = 50 // Takes 50% less damage[HKGeneral]House = HarkonnenStormDamage=10 //only damages is never picked upUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 40Size = 1Speed = 2.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 700Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiSpecial = TRUETechLevel = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = FalseWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEScore = 4AIThreat = 60[IMGeneral]AdvancedSardaukar = TRUEMaxRange = 5 // Range infantry must be in for him to use his knifeHouse = ImperialStormDamage=10 //only damages is never picked upUnitGroup = FromIMBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 650BuildTime = 589Size = 1Speed = 4.0 //game coord per updateTurnRate = 0.2 //radians per updateTurretAttach = IMADVSardaukarGun, IMADVSardaukarKnife Armour = None, 50, InfRockHealth = 750Infantry = true//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiFoot = TRUETechLevel = 5ChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TrueWormAttraction = 4Crushable = TRUECanMoveAnyDirection = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSECanBeRepaired = FALSEExplosionType = CrushedInfantryScore = 4AIThreat = 60[IXScientist]House = IxStormDamage=10 //only damages is never picked upUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 40Size = 1Speed = 2.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 700Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiSpecial = TRUETechLevel = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = FalseWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEScore = 4AIThreat = 60[GUAdvisor]House = IxStormDamage=10 //only damages is never picked upUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 40Size = 1Speed = 2.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 700Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiSpecial = TRUETechLevel = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = FalseWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEScore = 4AIThreat = 60[TLScientist]House = TleilaxuStormDamage=10 //only damages is never picked upUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 40Size = 1Speed = 2.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 700Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiSpecial = TRUETechLevel = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = FalseWormAttraction = 3CanMoveAnyDirection = TRUECanBeDeviated = FALSECanBeRepaired = FALSEScore = 4AIThreat = 60[IXSlave]House = IxStormDamage=10 //only damages is never picked upUnitGroup = FromBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 40Size = 1Speed = 2.0 //game coord per updateTurnRate = 0.2 //radians per tickArmour = None, 50, InfRockHealth = 300Infantry = trueCanBeSuppressed = TRUE//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 7AiSpecial = TRUETechLevel = 1Crushable = TRUEChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = FalseWormAttraction = 3TurretAttach = IXSlaveKnifeCanMoveAnyDirection = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSECanBeRepaired = FALSEScore = 2AIThreat = 40 Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 8, 2008 Share Posted May 8, 2008 [IMSardaukar]House = ImperialStormDamage=138 // 2*64 + 10PrimaryBuilding = IMBarracksUnitGroup = FromIMBarracksTerrain = Rock, Sand, NBRock, InfRock, RampCost = 300 //was 200BuildTime = 432Size = 1Speed = 6.0 //game coord per updateTurnRate = 0.2 //radians per updateTurretAttach = IMSardaukarGun //Same gun as ADV but less hit pointsArmour = BPV, 50, InfRockHealth = 900Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 13ViewRange = 12AiFoot = TRUETechLevel = 3ChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TrueWormAttraction = 4Crushable = TRUECanMoveAnyDirection = TRUECrateGift = TRUECanBeDeviated = FALSEExplosionType = CrushedInfantryAIThreat = 70CanBeRepaired = FALSE// LEVEL 1 ----------------------------------VeterancyLevel = 6 // Score requiredExtraDamage = 50 // 50% more damage - applied to all weapons// LEVEL 2 ----------------------------------VeterancyLevel = 16ExtraArmour = 50 // Takes 50% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 32CanSelfRepair = 1 // Should have 0.5?[IMADVSardaukar]AdvancedSardaukar = TRUEMaxRange = 5 // Range infantry must be in for him to use his knifeHouse = ImperialStormDamage=138 // 2*64 + 10PrimaryBuilding = IMBarracksUnitGroup = FromIMBarracksUpgradedPrimaryRequired = TRUETerrain = Rock, Sand, NBRock, InfRock, RampCost = 350BuildTime = 689Size = 1Speed = 7.0 //game coord per updateTurnRate = 0.2 //radians per updateTurretAttach = IMADVSardaukarGun, IMADVSardaukarKnifeArmour = BPV, 50, InfRockHealth = 1800 //changed because has one tile attack 1000Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 49ViewRange = 12AiFoot = TRUETechLevel = 5ChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TrueWormAttraction = 4Crushable = TRUECanMoveAnyDirection = TRUECrateGift = TRUEGetsHeightAdvantage = FALSECanBeDeviated = FALSEExplosionType = CrushedInfantryAIThreat = 70CanBeRepaired = FALSE// LEVEL 1 ----------------------------------VeterancyLevel = 6 // Score requiredExtraDamage = 50 // 50% more damage - applied to all weapons// LEVEL 2 ----------------------------------VeterancyLevel = 16ExtraArmour = 50 // Takes 50% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 32CanSelfRepair = 1 // Should have 0.5?[FRFremen]House = FremenPrimaryBuilding = FRCampUnitGroup = FromFRCampTerrain = Rock, Sand, NBRock, InfRock, RampCost = 150BuildTime = 432Size = 1Speed = 6.0 //game coord per updateTurnRate = 0.2 //radians per updateTurretAttach = FRFremenGunStealthed = TRUEArmour = Earplugs, 50, InfRockHealth = 800Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 48ViewRange = 12AiFoot = TRUETechLevel = 3ChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TrueWormAttraction = 1Crushable = TRUECanMoveAnyDirection = TRUECrateGift = TRUECanBeDeviated = FALSEAIThreat = 70CanBeRepaired = FALSE// LEVEL 1 ----------------------------------VeterancyLevel = 4 // Score requiredExtraDamage = 50 // 50% more damage - applied to all weapons// LEVEL 2 ----------------------------------VeterancyLevel = 14ExtraArmour = 50 // Takes 50% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 28CanSelfRepair = 1 // Should have 0.5?[FRADVFremen]AdvancedFremen = TRUEHouse = FremenPrimaryBuilding = FRCampUnitGroup = FromFRCampUpgradedPrimaryRequired = TRUETerrain = Rock, Sand, NBRock, InfRock, RampSpecialGround = Sand //only deploy thumper on sandCost = 250BuildTime = 589Stealthed = TRUESize = 1Speed = 6.0 //game coord per updateTurnRate = 0.2 //radians per updateTurretAttach = FRADVFremenGun Armour = Earplugs, 50, InfRockHealth = 1000Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 47ViewRange = 12AiFoot = TRUETechLevel = 5Resource = WormRiderObjectTypeWhenGone = WormSign0ChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TrueWormAttraction = 1Crushable = TRUECanMoveAnyDirection = TRUECrateGift = TRUECanBeDeviated = FALSEAIThreat = 70CanBeRepaired = FALSE// LEVEL 1 ----------------------------------VeterancyLevel = 4 // Score requiredExtraDamage = 50 // 50% more damage - applied to all weapons// LEVEL 2 ----------------------------------VeterancyLevel = 14ExtraArmour = 50 // Takes 50% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 28CanSelfRepair = 1 // Should have 0.5?I left out the TLContaminator, because I assume you wont use that unit? Unless you gave it a melee weapon which instantly killed the player, and spawned a computer controlled version Contaminator in its place? I have posted all the stats, just to show you how WW balanced the units. Quote Link to comment Share on other sites More sharing options...
TeamWolf Posted May 8, 2008 Author Share Posted May 8, 2008 Thanks alot Dunenewt, this is a big help, mate ty ;) Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 8, 2008 Share Posted May 8, 2008 No problem. Thank God I did that before I started drinking. Quote Link to comment Share on other sites More sharing options...
TeamWolf Posted May 13, 2008 Author Share Posted May 13, 2008 Lol yeah it is a good thing :PKk this weeks update is up over at www.battlefordune.co.ukHeres a sneek of what our menu is going to look like:Check out the rest of the blog at http://www.battlefordune.co.uk/forums/index.php?showtopic=228 Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 13, 2008 Share Posted May 13, 2008 I, or another member, may be able to get you a better background image, without the single player/multi player part, if you want? Quote Link to comment Share on other sites More sharing options...
cnc95fan Posted May 13, 2008 Share Posted May 13, 2008 Better is always win. :V Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 13, 2008 Share Posted May 13, 2008 I'm sure I can find the background image the game uses. Quote Link to comment Share on other sites More sharing options...
Edric O Posted May 14, 2008 Share Posted May 14, 2008 I'll try to look for something too... ideally the "Battle for Dune" text should not go under the Single Player menu button. Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 14, 2008 Share Posted May 14, 2008 From what I remember, there's more than one background image, and they're collaged together. Quote Link to comment Share on other sites More sharing options...
cnc95fan Posted May 15, 2008 Share Posted May 15, 2008 I'm sure they can be merged together.What you saw there was basically slapped together the previous day, that's why the things like "single player" have not yet been moved. Quote Link to comment Share on other sites More sharing options...
cnc95fan Posted May 16, 2008 Share Posted May 16, 2008 Sorry for double post. Blog 25 is up!http://www.battlefordune.co.uk/forums/index.php?showtopic=243&view=getnewpost Quote Link to comment Share on other sites More sharing options...
Dunenewt Posted May 17, 2008 Share Posted May 17, 2008 Your update is now on our front page. Quote Link to comment Share on other sites More sharing options...
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