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MapDesigner

Weird Things About Veterancy Upgrades? Any Explanation?

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Hello,

I noticed some  weird things about game balance that there is no obvious explanation for:

  1. Flak Trooper Elite Anti Air weapon is weaker than regular weapon. (goes down from 20 to 16 damage)?
  2. Flak Track Anti Air range is reduced when elite from 10 to 8. Similar seems to happen with sea scorpion, from 12 range down to 10 when Elite? It might be do to sea scorpion sharing the primary weapon with flak canon, but why would flak track range be reduced?
  3. V3 launchers (and probably dreadnoughts too): Veterancy upgrade does not seem to increase damage nor attack rate. It might be due to the rocket being another spawned unit. At least maybe veteran unit should have self heal to compensate for this?
  4. Ofcourse the well known bugs of elite legionnaire not being able to attack behind walls, while regular ones can XD

Did you notice anything else? I would consider all of these bugs

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V3 Rocket, Dreadnought missile and Cruise missiles are a seperate section in rules.ini and rulesmd.ini

; V3 Rocket control ;SJM
V3RocketPauseFrames=0    ; How many frames the rocket pauses on the launcher before tilting
V3RocketTiltFrames=60    ; How many frames it takes for the V3 rocket to tilt to firing position
V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
V3RocketPitchFinal=0.5   ; Ending pitch of the rocket after tilting up; now it fires
V3RocketTurnRate=0.05    ; Pitch maneuverability of rocket in air.  Adjust by trial and error.
V3RocketRaiseRate=1        ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch
V3RocketAltitude=768     ; Cruising altitude in leptons: at this height rocket BEGINS leveling off
V3RocketDamage=200       ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketEliteDamage=400       ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketBodyLength=256   ; The body of the rocket is this many leptons long
V3RocketLazyCurve=yes    ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no.
V3RocketType=V3ROCKET

; Dreadnought Missile control ;SJM
DMislPauseFrames=20   ; How many frames the rocket pauses on the launcher before tilting
DMislTiltFrames=60    ; How many frames it takes for the missile to tilt to firing position
DMislPitchInitial=0   ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
DMislPitchFinal=0.5   ; Ending pitch of the missile after tilting up; now it fires
DMislTurnRate=0.08    ; Pitch maneuverability of missile in air.  Adjust by trial and error.
DMislRaiseRate=1        ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch
DMislAltitude=768     ; Cruising altitude in leptons: at this height missile BEGINS leveling off
DMislDamage=300       ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislEliteDamage=600       ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislBodyLength=128   ; The body of the rocket is this many leptons long
DMislLazyCurve=no     ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no.
DMislType=DMISL

; Cruise Missile control ;GEF
CMislPauseFrames=20   ; How many frames the rocket pauses on the launcher before tilting
CMislTiltFrames=100    ; How many frames it takes for the missile to tilt (or lift) to firing position
CMislPitchInitial=1   ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
CMislPitchFinal=1.0   ; Ending pitch of the missile after tilting up; now it fires
CMislTurnRate=0.10    ; Pitch maneuverability of missile in air.  Adjust by trial and error.
CMislRaiseRate=1        ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
CMislAcceleration=1.0 ; This much is added to the missile's velocity each frame during launch
CMislAltitude=768     ; Cruising altitude in leptons: at this height missile BEGINS leveling off
CMislDamage=200       ; Exploding CMisl does this much damage (at center of explosion, presumably).
CMislEliteDamage=250       ; Exploding CMisl does this much damage (at center of explosion, presumably).
CMislBodyLength=128   ; The body of the rocket is this many leptons long
CMislLazyCurve=no     ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no. CMisl no.
CMislType=CMISL

As for the flak weapons, there is something interesting going on in there. While the damage in the code is reduced(or range), the actual damage dealt is not. It may be related to veterancy modifiers. I may be wrong here, since I have modied the veterancy modifiers in my rules.ini file

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