The Codex WIP

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Wise Windu
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Re: The Codex WIP

Postby Wise Windu » Thu 17 Apr, 2014 11:31 pm

Radio the Forest wrote:Grey Knight Terminators are 100 power, not 125.

Paladins are 650/150, not 700/200.

I assume this means that their reinforcement costs also change, but I don't recall the exact numbers.


Thought I did this before :? . Fixed it.

Takadekadaka wrote:For some reason, the Plague Champ's sword of undeath has damage and dps values of 0.01 or something similar to that...


Yeah, it's in this thread somewhere, but the sword does its damage in an on hit effect. Check the upgrades tab, the health damage and DPS are in there.

Takadekadaka wrote:On his upgrades, on the sword you repeat the sentence where you explain that it increases his melee skill by 10.


Fixed, thanks.
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Re: The Codex WIP

Postby Nyriss » Fri 18 Apr, 2014 12:36 am

Terminator Commander lightning claws are 80 dmg not 70
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Re: The Codex WIP

Postby Wise Windu » Fri 18 Apr, 2014 6:15 am

Nyriss wrote:Terminator Commander lightning claws are 80 dmg not 70


Fixed, thanks.
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Re: The Codex WIP

Postby L0thar » Fri 18 Apr, 2014 12:03 pm

You are doing a great job with the Codex, thanks Windu!

One of the big problem DoW2 had since the beginning was lack of something similar to the Codex. The in game descriptions are usually so vague it's hard to decipher what they actually do without going through gamefiles. I think it could have put off quite a number of players.

I have a question regarding HP regeneration. Each unit has levelling tab (btw. the levels 2-4 info should be probably removed for termies). There is value for health regen., mostly 0.5. What does it mean? Just 0,5 HP/s for each model of the squad?

It's quite a nooby question but I can't access the game to make really sure myself.

I have also two suggestion:
1) Some units have listed melee resistance aura under abilities. Would it be possible to add some other similar abilities? Like weapon knockback immunity and suppression immunity for termies, hive tyrant, chaos lord etc...
2) Is it possible to order wargear and globals by tiers where they become available?
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Re: The Codex WIP

Postby Wise Windu » Fri 18 Apr, 2014 1:07 pm

Not a problem :)

L0thar wrote:I have a question regarding HP regeneration. Each unit has levelling tab (btw. the levels 2-4 info should be probably removed for termies). There is value for health regen., mostly 0.5. What does it mean? Just 0,5 HP/s for each model of the squad?


I assume you're referring to the questions in that other thread? I'm not actually sure now. I thought it meant 5 hp/s per model, but now I think I'll leave it to someone else to answer :) .

L0thar wrote:1) Some units have listed melee resistance aura under abilities. Would it be possible to add some other similar abilities? Like weapon knockback immunity and suppression immunity for termies, hive tyrant, chaos lord etc...


That would be pretty easy, the only thing I would be worried about would be the abilities tabs getting kind of cluttered with passive abilities/resistances/immunities. It might be better to add it somewhere else. But maybe.

L0thar wrote:2) Is it possible to order wargear and globals by tiers where they become available?


Yes, but I think it is easier to navigate when all the armors/weapons/accessories are next to each other. I was thinking of adding an icon off to the right to show the Tier needed. Not sure yet, but I will do something for it.
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Re: The Codex WIP

Postby L0thar » Fri 18 Apr, 2014 1:43 pm

Wise Windu wrote:I assume you're referring to the questions in that other thread? I'm not actually sure now. I thought it meant 5 hp/s per model, but now I think I'll leave it to someone else to answer :) .


Yeah, exactly that! It's slowly driving me crazy, such a basic thing and I can't confirm/deny it :). Anyway, plague marines have listed value of 4. That would mean 40 HP/s, basically getting a PM (500 HP) from almost dead to full health in 12 s. That doesn't seem right...

Wise Windu wrote:That would be pretty easy, the only thing I would be worried about would be the abilities tabs getting kind of cluttered with passive abilities/resistances/immunities. It might be better to add it somewhere else. But maybe.

That's true, maybe it could fit into the stats tab...

Wise Windu wrote:Yes, but I think it is easier to navigate when all the armors/weapons/accessories are next to each other. I was thinking of adding an icon off to the right to show the Tier needed. Not sure yet, but I will do something for it.

Sure, just a simple icon would be great.
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Re: The Codex WIP

Postby Wise Windu » Fri 18 Apr, 2014 2:03 pm

L0thar wrote:Yeah, exactly that! It's slowly driving me crazy, such a basic thing and I can't confirm/deny it . Anyway, plague marines have listed value of 4. That would mean 40 HP/s, basically getting a PM (500 HP) from almost dead to full health in 12 s. That doesn't seem right...


Yeah, I guess the base health regen is exactly what it says on the leveling tab.
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Re: The Codex WIP

Postby lolzarz » Fri 18 Apr, 2014 2:16 pm

Wait, forgive me for being ignorant, but let me clarify. Can terminators not level up? If so, what is the rationale behind it? It's not like they're some kind of super-unit like those Land Raiders.
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Re: The Codex WIP

Postby Barrogh » Fri 18 Apr, 2014 2:40 pm

lolzarz wrote:Wait, forgive me for being ignorant, but let me clarify. Can terminators not level up? If so, what is the rationale behind it? It's not like they're some kind of super-unit like those Land Raiders.

Here we go again, sir. Define super-unit please :)
But seriosuly, stacked battleforces of 8000 HP clawminators were redonkulous (stuff dies a lot in T3... but assault termies not so much, so here you go). Their leveling up was disabled back in retail even, along with Nobz, Council and such btw, but eventually those were reverted back (way before Elite too).
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Re: The Codex WIP

Postby Wise Windu » Sat 19 Apr, 2014 6:10 am

I am mostly finished with a Codex Tutorial that Swiftsaber asked for not too long ago:

http://www.dawnofwar.info/index.php?pag ... t_glossary

It's pretty long, a lot of stuff on there (a decent amount scavenged from dow.wikia), and there's also a picture of a shitty graph from MS paint. Highlight of the page :lol:

So hopefully this helps anyone who had questions about stuff like this, and if there is anything wrong with the information there or you think anything should be added, let me know.

It'll be linked on the main page of the Codex at some point in the next couple weeks.
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Re: The Codex WIP

Postby Torpid » Sat 19 Apr, 2014 11:39 am

Bloody good job with that codex tutorial Windu! This is some serious work you're putting in but I'm sure it's appreciated. Great quality stuff.
Last edited by Torpid on Sat 19 Apr, 2014 8:58 pm, edited 1 time in total.
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Re: The Codex WIP

Postby Uncle Milty » Sat 19 Apr, 2014 1:09 pm

As you know there are more knockback types than those you've listed. However the knowledge is rather redundant most of the time. Dunno really if you should elaborate on that but we see threads / questions about some of those from time to time on the forums.
Other than that: keep up the good work.
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Re: The Codex WIP

Postby Wise Windu » Sat 19 Apr, 2014 4:41 pm

Thanks guys :mrgreen:

And yeah, I wasn't sure whether or not to put up the other two. I think Lulgrim mentioned at some point that he was going to pretty much remove them since only a couple of things use them and they are kind of redundant, as you said.
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Re: The Codex WIP

Postby Forestradio » Sat 19 Apr, 2014 4:49 pm

Inquisitorial stormtroopers get two plasma guns when upgraded, not three.
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Re: The Codex WIP

Postby Wise Windu » Sat 19 Apr, 2014 5:05 pm

Fixed
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Re: The Codex WIP

Postby Myrdal » Sat 19 Apr, 2014 6:16 pm

I don't ppl realize how much work this is, awesome job Windu!

I think Lulgrim mentioned at some point that he was going to pretty much remove them since only a couple of things use them and they are kind of redundant, as you said.

Well the patchlog states that the knob shottie with light weapon kb stays so maybe not :P
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Re: The Codex WIP

Postby Wise Windu » Sat 19 Apr, 2014 6:26 pm

hakon wrote:I don't ppl realize how much work this is, awesome job Windu!

I think Lulgrim mentioned at some point that he was going to pretty much remove them since only a couple of things use them and they are kind of redundant, as you said.

Well the patchlog states that the knob shottie with light weapon kb stays so maybe not :P


Thanks, I really appreciate it :)

Same goes for the Autarch's charge-leap, so I guess I should add it in, at least for now ^^
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Re: The Codex WIP

Postby Swift » Sun 20 Apr, 2014 7:27 pm

The glossary of terms is excellent Windu, thank you for including it. :D
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Re: The Codex WIP

Postby Wise Windu » Sun 20 Apr, 2014 11:13 pm

Swiftsabre wrote:The glossary of terms is excellent Windu, thank you for including it. :D


Not a problem :)

Added in Light, Medium and Domino Knockback

Does anyone know if there's anything in the game that uses Medium knockback?
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Re: The Codex WIP

Postby Lulgrim » Mon 21 Apr, 2014 9:30 am

Scout Infiltration Training has the old name and doesn't mention in-combat check. Weapon page has "shotgun" instead of "shotguns".

Generally weapon pages could have a "Default" heading at the top.
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Re: The Codex WIP

Postby Nurland » Mon 21 Apr, 2014 8:27 pm

Noticed Tyrant Guard lacking info regarding its splash damage.
#noobcodex
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Re: The Codex WIP

Postby Wise Windu » Mon 21 Apr, 2014 10:06 pm

Lulgrim wrote:Scout Infiltration Training has the old name and doesn't mention in-combat check.


Meaning the scouts have to be out of combat to cloak? Also, fixed the name.

Lulgrim wrote:Generally weapon pages could have a "Default" heading at the top.


In the process of adding.

Nurland wrote:Noticed Tyrant Guard lacking info regarding its splash damage.


This is probably true for a lot of weapons. The aoe is an on hit effect, so it doesn't go in automatically. I should be able to put them in manually though.
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Re: The Codex WIP

Postby Nuclear Arbitor » Tue 22 Apr, 2014 12:27 am

i think he's referring to the regen the scouts get. i do know that most units take longer to cloak if they're seen or fired at or something first.
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Re: The Codex WIP

Postby Wise Windu » Tue 22 Apr, 2014 12:46 am

Nuclear Arbitor wrote:i think he's referring to the regen the scouts get. i do know that most units take longer to cloak if they're seen or fired at or something first.


Oh, right. Fixed it.
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Re: The Codex WIP

Postby Wise Windu » Tue 22 Apr, 2014 3:08 am

Please check the FC and Apo wargear tabs and let me know what you think about the tiers. I'm not going to add the rest of them if it doesn't look good or there's a better way to do it. I'm still just kind of experimenting. And I'm tired, so my perception might be a bit off.

http://www.dawnofwar.info/index.php?pag ... _commander

http://www.dawnofwar.info/index.php?pag ... apothecary
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Re: The Codex WIP

Postby BaptismByLoli » Tue 22 Apr, 2014 3:53 am

Looks good enough

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Re: The Codex WIP

Postby Ar-Aamon » Tue 22 Apr, 2014 7:01 am

Very nice.
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Re: The Codex WIP

Postby Lulgrim » Tue 22 Apr, 2014 7:30 am

I don't see a point with the icons tbh, I think text would be more suitable.
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Re: The Codex WIP

Postby Nuclear Arbitor » Tue 22 Apr, 2014 8:37 am

i'd leave the icons but maybe shrink them to quarter size (ie. half in both dimensions). they're kind of over powering right now but they make it really obvious what the various things are, especially for someone either new to the game or with a bad grasp of english.

they're really over powering right now... make it hard to read the text. some more horizontal space would also help.
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Re: The Codex WIP

Postby Dark Riku » Tue 22 Apr, 2014 8:02 pm

Looking good and informative. I like it.
Could probably be used everywhere or at least also on the globals tab.

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