Staredit Network > Forums > Modding Assistance > Topic: Weapon value balance
Weapon value balance
Mar 12 2015, 4:35 pm
By: SCRuler  

Mar 12 2015, 4:35 pm SCRuler Post #1



Now you all know I replaced the firebat with the "Messenger", a prelude to the Marauder. I gave it grenades with explosive damage calculation values and about 20 damage initially.
Now here's the weird shit.
I tested the effectiveness of the combo out by applying my mod to the broodwar campaign. I opted for the Dylarian Shipyards. A good test of any terran on terran effectiveness.
Not only did I realize you're gonna have to be generally precise with your Combat Medics (yes, combat medics), I saw that the modded Marauders were doing terrifying damage against my pack of marines. I checked it, and I set the unit's weapon number to 1 (since it was at 3 for some odd reason) and set the value down to two and kept the factor and bonus both at 1. But it's still coming up as "20" and it's still doing terrific damage against marines and medics.

I attached the files. What I want is to do awesome damage against armor but soft against infantry. Maybe removing splash would work but I know it's what explosive is for. I'm kind of baffled as to what's going on.



None.

Mar 12 2015, 5:36 pm Pr0nogo Post #2



Off the top of my head, make sure that you've successfully updated the .mpq or .exe with the .dat file. Your weapons.dat file shows correct values for the Flame Thrower weapon entry, so just make sure that the hero version of the weapon isn't being used by accident.

Also, 'Emissary' sounds a bit less lazy/Blizzard than Messenger, as far as unit names go.




Mar 12 2015, 5:54 pm SCRuler Post #3



I made sure that i updated the .mpq and .exe. And I made sure it's the normal version of the weapon.

And I know, but it sounds too grand. I chose "Messenger" because I'd be able to easily make unit quote gags with it.

Also, did you check out the map I sent you?



None.

Mar 12 2015, 7:04 pm Sand Wraith Post #4

she/her

fire bat script by default uses multiple attack-offset opcodes, 3 in total IIRC. Additionally, SCBW is coded to make Firebats display double their weapon damage IIRC, and there is an EXE edit to modify the behavior IIRC. Besides that, weapon's factor and unit Mac hits numbers should be the only other issues.

Excepting one other issue: you should never use a map that alters unit stats in any way. UMS maps that do much as do ANYTHING with any unit's stats will cause SCBW to read all unit stats from the map exclusively.
So, I have a strong feeling this may be part of the problem.




Mar 12 2015, 9:30 pm SCRuler Post #5



I see. Makes sense.



None.

Mar 12 2015, 11:15 pm Sand Wraith Post #6

she/her

I would like to add that UMS maps that do not modify units in any way (except maybe names? I forgot) will not cause the mod data to be overwritten.

Iscript opcodes have no impact on the displayed value of weapon damage.
Max Hits in units.dat I don't /think/ has any effect except in StarEdit, and maybe display value. I forgot.
Factor only has an in-game effect at 1 and 2.

I'm mostly recalling these facts based on DatEdit hints.




Mar 13 2015, 1:26 am SCRuler Post #7



So if I change any attack values in a single map, it affects the remainder of other maps implemented in a mod?



None.

Mar 13 2015, 2:01 am Sand Wraith Post #8

she/her

Changes in one UMS map remain confined to that one UMS map. That is: Given a UMS map, if there are any changes to units, then all units in the mod will have their values set to the UMS map's values for the duration of the given UMS map.

Consequentially: Switching from a UMS map with unit changes to a UMS map without unit changes will cause the mod's unit stats to assert themselves after switching.




Mar 13 2015, 2:09 am SCRuler Post #9



Well, I figured that as much.



None.

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