XTA balance bug l1 gunship

XTA balance bug l1 gunship

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IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

XTA balance bug l1 gunship

Post by IMSabbel »

Maybe its design, maybe its a feature...
But i noticed in a game that those voodoo (or what the name is) l1 gunships didnt die fast, so i took a closer look.

Those things have only 370 hp iirc, but they still needed 4-5 attacks by vamps to be killed (an attack did little over 100 damage), while other air targets are hit much harder by those missiles. In fact theose little beasts can take as much vamp hits than a brawler...

Is it a feature, or is it a bug that those gunships somehow are running around with a groundunit armourtype?
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

well thats cool, its like a counter to air superioty if you want to make a ground strike! (im assmuing ground based defenses still do a lot of damage to them)
IMO level 1 gunships have enough HP to be useful but NOT overpowered...
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Re: XTA balance bug l1 gunship

Post by PauloMorfeo »

IMSabbel wrote:... those voodoo (or what the name is) l1 gunships didnt die fast, so i took a closer look.

Those things have only 370 hp iirc, but they still needed 4-5 attacks by vamps to be killed (an attack did little over 100 damage), while other air targets are hit much harder by those missiles. In fact theose little beasts can take as much vamp hits than a brawler...
...
That is probably a bug in the specific damage assigned to the weapons of the vamps. That's what happens when we have to assign specific damage to units instead of category of units.

Code: Select all

[UNITINFO]
{
      unitname=CORSFIG;
      ...
      name=Voodoo;
...
}

Code: Select all

[UNITINFO]
{
      unitname=CORVAMP;
      ...
      weapon1=CORVTOL_ADVMISSILE;
      weapon2=CORVTOL_ADVMISSILE;
      ...
}

Code: Select all

[CORVTOL_ADVMISSILE]
{
      ...
      [DAMAGE]
      {
            default=65;//54;//68; //68
            ARMTHUND=205;//155;
            ARMBRAWL=205;//155;
            ARMPEEP=205;//155;
            ARMFIG=205;//155;
            ARMCA=205;//155;
            ARMACA=205;//155;
            ARMATLAS=205;//155;
            ARMPNIX=205;//155;
            ARMHAWK=205;//155;
            ARMLANCE=205;//155;
            CORFINK=205;//155;
            CORVENG=205;//155;
            CORVAMP=205;//155;
            CORHURC=205;//155;
            CORTITAN=205;//155;
            CORACA=205;//155;
            CORSHAD=205;//155;
            CORAPE=205;//155;
            CORCA=205;//155;
            CORVALK=205;//155;
      }
      ...
}
No CORSFIG in there so the Voodoos are getting the default 65 dmg from the Vamp's missiles.
SJ
Posts: 618
Joined: 13 Aug 2004, 17:13

Post by SJ »

This problem steams from the time of CD releasing CC. Since they didnt have the nice armor.txt system we have now (and everyone is so negative about) and didnt want to change all older units they couldnt have special damages against the new sea airplanes introduced. So instead they just gave them less HP.

I fixed it a week or so ago though.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Hey, I like the Armor.txt file :)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

As do I, although it's still a bit silly having to add individual categories if you *do* want an individual unit.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

SJ wrote:... Since they didnt have the nice armor.txt system we have now (and everyone is so negative about) ...
hahaha
:P
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