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Re: The Codex WIP
Posted: Mon 17 Mar, 2014 2:21 am
by Wise Windu
I could do it for the wargear weapons, but I don't think I'd be able to do it for default weapons since I'd need access to the actual database, which I don't have.
I'd have to add the special attack damage to the wargear tab, not the weapon tab, hence no default weapons -.-
Or if you want, I can just tell you what they are

Re: The Codex WIP
Posted: Mon 17 Mar, 2014 2:22 am
by Torpid
Be awesome if you could database it since very few people know those values off by heart as of now so we'd have to keep coming back to this page on this thread endlessly.
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 2:28 am
by Wise Windu
Yeah. You'll have to talk to Lulgrim about it, then.
The Codex WIP
Posted: Mon 17 Mar, 2014 6:00 am
by Lulgrim
How about effect radius for each point? That should be easy with Higcharts I think.
You could also color code each group (some sort of logic there, like darker shade for higher delay).
I've thought about drawing splash patterns for AoE weapons and special attacks like what dow2info used to have, but none of the plugins I've found so far support that type of graphs straight away without massively complicated combinations or such (basically just circles and sectors/pies with different color layers to separate the damage modifiers).
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 6:21 am
by Wise Windu
Lulgrim wrote:How about effect radius for each point? That should be easy with Higcharts I think.
You could also color code each group (some sort of logic there, like darker shade for higher delay).
Yeah, good ideas, should be easy enough.
I've thought about drawing splash patterns for AoE weapons and special attacks like what dow2info used to have, but none of the plugins I've found so far support that type of graphs straight away without massively complicated combinations or such (basically just circles and sectors/pies with different color layers to separate the damage modifiers).
I was thinking about something like this, too. And yeah, I haven't been able to find anything uncomplicated, either.
Edit: by the way, do you know how the coordinates in the game files relate to the default camera position?
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 8:30 am
by lolzarz
Would also be nice to see the special effects; knockback, change in damage type (see warlock), etc.
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 5:24 pm
by Wise Windu
http://www.dawnofwar.info/index.php?page=elite/eldritchAdded radii to the graph tooltips, and added pretty colors. Also made a plot for Roks:
http://www.dawnofwar.info/index.php?page=elite/roksThe delay is slightly wrong at the moment, all of the delays should have 1.111 seconds added to them (this is the spawn time of the Roks), plus the different delays from the separate 3 entities that are used to spawn the roks. I'm also going to add falling time and probably change the colors. But I have to go out soon, so I'll be doing that later.
They are both linked to their respective global abilities on the Codex hero pages.
Oh, and the Kommando Nob is done.
And again, I'm not sure how the coordinates work. Help pls

Re: The Codex WIP
Posted: Mon 17 Mar, 2014 6:05 pm
by Torpid
Has roks been changed since chaos rising to elite mod in the way it drops?
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 6:49 pm
by Lichtbringer
There is an error in the Warpspiders leveling tab. The shown information is from the Commander (10 levels) , not from the Squad.
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 7:35 pm
by Wise Windu
That Torpid Gamer wrote:Has roks been changed since chaos rising to elite mod in the way it drops?
You mean the order and shape? Not sure. The damage has, definitely.
Lichtbringer wrote:There is an error in the Warpspiders leveling tab. The shown information is from the Commander (10 levels) , not from the Squad.
So there is. They actually have the same filename as the WSE. Will get on that.
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 7:48 pm
by Nuclear Arbitor
the takeaway from roks is, "Left, upper left!" and that is really all you need to know.
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 8:01 pm
by Torpid
Well this video seems suggest otherwise, rather that going to the top-right is better:
https://www.youtube.com/watch?v=qR9wVQ9jWC8 but I always thought it was top-left myself and that video is from CR.
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 8:16 pm
by Lulgrim
Wise Windu wrote:Added radii to the graph tooltips, and added pretty colors.
I meant make the dots into circles sized according to effect radius.
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 8:19 pm
by Wise Windu
Lulgrim wrote:Wise Windu wrote:Added radii to the graph tooltips, and added pretty colors.
I meant make the dots into circles sized according to effect radius.
Was going to do that too ^^
That Torpid Gamer wrote:Well this video seems suggest otherwise, rather that going to the top-right is better:
https://www.youtube.com/watch?v=qR9wVQ9jWC8 but I always thought it was top-left myself and that video is from CR.
Looks like the positive Y axis points to the top left. So going bottom or top is probably best.
Re: The Codex WIP
Posted: Mon 17 Mar, 2014 11:28 pm
by Nuclear Arbitor
it has to do with timing too; lower and more towards the right get's hit with bigger rocks faster.
Re: The Codex WIP
Posted: Tue 18 Mar, 2014 1:14 am
by Myrdal
Wise Windu wrote:Edit: by the way, do you know how the coordinates in the game files relate to the default camera position?
Horizontal camera angle is 225 degrees according to camera.lua found in GameAssets\Archives\000_data.sga so rotate by that amount (counter-clockwise) and it should be more accurate.
Re: The Codex WIP
Posted: Tue 18 Mar, 2014 1:28 am
by Wise Windu
Awesome, thanks.
Re: The Codex WIP
Posted: Tue 18 Mar, 2014 3:07 am
by Sub_Zero
They're the same as the default ones.
The point of the Khorne predator is that it does 25% more damage with its autocannon and heavy bolters. At least this is how I have always thought about it. That boost is very noticeable. I can't believe that bolters remain the same.
Re: The Codex WIP
Posted: Tue 18 Mar, 2014 3:38 am
by Wise Windu
Sub_Zero wrote:They're the same as the default ones.
The point of the Khorne predator is that it does 25% more damage with its autocannon and heavy bolters. At least this is how I have always thought about it. That boost is very noticeable. I can't believe that bolters remain the same.
75% more damage. The bolters are the same, but the damage modifier increases damage by 75%. I misunderstood before. I'll add them to the upgrade tab.
Re: The Codex WIP
Posted: Tue 18 Mar, 2014 2:39 pm
by Wise Windu
Ork commanders are up.
Re: The Codex WIP
Posted: Wed 19 Mar, 2014 9:00 pm
by Wise Windu
Ork units are up. No leveling tab for the tankbustas, and the stormboy upkeep is
not 4200

Re: The Codex WIP
Posted: Thu 20 Mar, 2014 4:45 am
by Forestradio
Reinforcement cost for SM terminators and assault terminators is 150/25 not 150/50
Re: The Codex WIP
Posted: Thu 20 Mar, 2014 6:42 pm
by Dark Riku
ASM sarge cost is wrong. It's supposed to be 100/25 not 50/25.
Re: The Codex WIP
Posted: Thu 20 Mar, 2014 7:27 pm
by Wise Windu
Dark Riku wrote:ASM sarge cost is wrong. It's supposed to be 100/25 not 50/25.
Fixed
Radio the Forest wrote:Reinforcement cost for SM terminators and assault terminators is 150/25 not 150/50
Noted, might not be fixed immediately since I can't edit cost and stats tabs.
Re: The Codex WIP
Posted: Thu 20 Mar, 2014 10:24 pm
by Dark Riku
The damage for the Khorne autocannon on the predator is very much off.
It's 150,5 damage per shot, opposed to the very low 86 that shows in the Codex atm.
(forgot to add +75% from the Khorne upgrade I think)
Re: The Codex WIP
Posted: Thu 20 Mar, 2014 11:11 pm
by Wise Windu
It is correct. The autocannon itself does that much damage, and then it is multiplied by 1.75. Check the upgrade tab.
Re: The Codex WIP
Posted: Thu 20 Mar, 2014 11:39 pm
by Dark Riku
Re: The Codex WIP
Posted: Fri 21 Mar, 2014 1:03 am
by Wise Windu
Changed the autocannon.
The Codex WIP
Posted: Fri 21 Mar, 2014 1:28 pm
by Lulgrim
It was correct, though. While now the MoK autocannon data is technically incorrect.
Re: The Codex WIP
Posted: Fri 21 Mar, 2014 1:45 pm
by Wise Windu
Yeah, and I've been thinking of changing it back since I changed it. I really can't see it being that confusing when all you have to do is click on a different tab to find the upgrade effects.
Edit: Yeah, reverted.