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Post by Markucjo #newguy on Dec 21, 2016 14:41:29 GMT
I have played mostly insect invasion in my youth without strong internet so i played only vs expert AI. I have some questions before i will go into full online fights. 1. What are "homobirds"? I saw ppl complaining about them on forum. Are they these super weak air units like in premade armies? 2. Is armor/hp mechanics different than in original game or just levels and costs are different? Also are horns the same like in original game? 3. Are premade armies "standard" in multi? Like very tanky melee units and range in back? 4. Is sonic attack still so powerfull or its splash less a problem and you can counter it with range or artillery? 5. Just how powerfull is "hardened shell" of turtle? 6. Are all poison attacks the same? I saw that some skills are scaled with size. 7. Is there unified formula for cost of unit or animals have unique costs ratios and cost depends more on animal parts than stats?
I thx for any response and tips.
Also i like the idea of skills or stats for WHOLE fish like leap attack.
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Post by Markucjo #newguy on Dec 21, 2016 22:45:38 GMT
Ok it seems that hardened shell is just name and it does nothing.
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Post by Markucjo #newguy on Dec 22, 2016 15:14:10 GMT
Also another question. Is attack speed a thing? I notice cuttle fish strikes faster than chameleon but is this matter in dmg output? i notice that killing 348hp 64armor takes ~~82seconds for chameleon with ox (12dmg) to kill it while for cuttle fish with ox (12dmg) needs only ~~70 seconds. Is this normal? I notice similar thing with electric eel.
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Post by Sawslig Steve. And William. on Dec 24, 2016 22:33:18 GMT
Hi there. Welcome! A couple things before I address your post: In case you aren't aware, IC is now out on Steam and GoG for $9.99 (currently on sale for $2.49 on Steam). The new version has some general bugfixes and, most importantly, renewed ICO servers, so multiplayer is easier than ever. The Steam version also supports the Steam Workshop, where we're hosting the latest version of Tel. I highly recommend this version of the game if you don't have it. You'll also get replies much more quickly on the Steam discussion boards for IC than you will here. Check it out! All relevant links can be found here: ic-tellurian.proboards.com/thread/385/links-tel-editionOkay, addressing your first post: 1) Homobirds were originally a combination of praying mantis/dragonfly, but the term is used to refer to any cheap, spammable flying unit with low HP, but high damage output, especially against structures. They're usually used for scummy tactics like Labrushing and are generally discouraged. 2) There's a lower defense cap, but that's the extent of it. 3) Depends. What version of the mod are you using? If you're on at least 2.03, then yes. The most recent version is 2.2. 4) The sonic cone has been nerfed and is easily manageable now. 5) Hardened Shell just means that the unit is able to cross the usual defense threshold. Basically it's just saying "this unit has really high defense". There's a short script in attrcombiner.lua that only allows a unit to cross the threshold if it has Hardened Shell. It's a leftover from Creature Chaos that we decided to keep. 6) Yes. They're all the same. I'm not sure about the specifics, but there was evidently a bug with the normal "poison" ability, and splitting it up among different body parts fixed it. This is also from Creature Chaos. 7) The stats, abilities, and power of units all affect the cost. There are some additional cost modifiers that have been scripted in for balance purposes. Regarding your third post: Mostly no. Damage in IC is dealt per second, rather than per hit. Attack speed doesn't affect damage at all, but higher attack speed means the target will stagger more often, which can be a problem if it's too high. Lastly, if you'd like to play some multiplayer, we have a Discord server set up, where we play games somewhat regularly. Let me know if you're interested. You'll need to make an account or contact me in some other way though, so I can send you the invite. We'd rather not make the link public.
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Post by Markucjo #newguy on Dec 26, 2016 19:35:10 GMT
thx mates. i will check multi after christmas. Also: I notice that they are fractions in dmg (like head from animal 1 deals 7 and head from animal 2 deals 9 dmg but on changing heads the overall amd changed by 1) is this normal? Could be it that these fractions are reason for difference in time needed to kill animal?(instead of attack speed)
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Post by Sawslig Steve. And William. on Dec 26, 2016 20:06:10 GMT
If the unit is over size 10, bugs like that will occur.
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Post by markucjo on Dec 27, 2016 16:45:20 GMT
Edit: To know which unit is more tanky without testing it on battle field i have run some test and her are results. Hardness means how hard to kill a unit is.
i made some tests and the results are here: dmgOutPut=dmgNominal*(1/75)*(100-defenseOfTarget) (nominal dmg is the one that is displayed on units info) for horns: dmgOutPut=dmgNominal*(2/125)*(100-defenseOfTarget/2) and that give me formula for over all hardness: HP/(100-defense) for attacks without horns, HP/(100-defense/2)*5/6 for attacks with horns.
I still need to do field tests if the final formulas are useful or there are some things i have not seen yet.
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Post by markucjo on Dec 27, 2016 20:42:17 GMT
Field test confirm that this hardness is reliable. (+/-2% which could be caused by "leftovers" when 30 dmg is used to kill 5 hp left on unit).
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Post by Sawslig Steve. And William. on Dec 28, 2016 20:43:13 GMT
...
Alrighty. We already know these things though.
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Post by markucjo on Dec 28, 2016 20:58:08 GMT
well where i can find these things? is there some thread with that stuff or its "common knowledge"? Is air artillery a thing? Is dmg dealt to air units the same as for units on the ground? I never found good database with these kind of info.
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Post by Sawslig Steve. And William. on Dec 28, 2016 21:06:25 GMT
Tellurian\data\attrcombiner.lua
Open in Notepad or Notepad++
You'll learn a lot about how the game works by looking through that file.
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Post by markucjo on Dec 28, 2016 22:01:27 GMT
if damager > damagem then rangedrmod = 0.8; rangedmmod = 0.2; else rangedrmod = 0.2; rangedmmod = 0.8; end
if damager > 0 then damage = damagem * rangedmmod + damager * rangedrmod; else damage = damagem; end so this code means that if range unit got more melee dmg then it deals less range dmg than if it would have less melee dmg? Or it's only for cost and level?
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Post by markucjo on Dec 28, 2016 22:18:45 GMT
Well if this scripts are for combiner only and they dont show how mechanics are played out, then i dont need those. I knew that there were set up boundaries for some attributes and stuff, and i don't need to know how to calculate cost of a unit, i want to calculate if i can spend my coal better (and electricity). I know that there are some files that determine how game calculates how much HP should take from unit B when attacked by unit A. But i didn't found them, so i'm trying to reverse engineered those.
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Post by markucjo on Jan 3, 2017 13:57:08 GMT
ok news here. Frenzy doesn't work with pack hunter. Frenzy and pack hunter gives constant bonus to damage and they don't interact. Base dmg : 19 goes up to 38 for frenzy (+19) up to 24/25 for pack hunter (+5/6) up to 43 for frenzy and pack hunter (+19 +5/6)(i notice that frenzy doesn't gives fraction damage as often as other damage types)
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Post by Sawslig Steve. And William. on Jan 3, 2017 22:24:57 GMT
That's incorrect. Frenzy simply doubles the base damage of a unit, which does in fact extend to bonuses from Pack Hunter. They work together. The current Pack Bonus in Tel 2.2 is 1.3x. 19*1.3=24.7. That gets multiplied by two with Frenzy activated, which makes 49.4.
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