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#1 |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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TA vet system.
Can anyone here tell me exactly how much the TA vet system improves units by? And to what stats.
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#2 |
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Juggernaut
Join Date: 6 Sep 2000
Location: Washington, DC
Age: 39
Posts: 1,307
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http://www.tauniverse.com/forum/show...hlight=veteran
That thread there is the best hint to TA vet bonuses I've seen... but it obviously leaves a lot out :/ |
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#3 |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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Little digging into the TA exe shows the follow increases per number of kills you have;
Last edited by Xon; 26 Feb 2007 at 10:35 AM. |
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#4 | |
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- --- - .- .-.. .-
Join Date: 18 May 2003
Location: France
Posts: 6,966
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From this thread:
Quote:
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#5 |
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TA's spirit [Formerly François]
Join Date: 12 Jun 2005
Posts: 3,396
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Is there any chance to see the same kind of quote for health, accuracy and capture bonus this time ?
( Let me dream, ok ?
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C'est plus facile que d'écrire un livre! |
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#6 |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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Extracting the formula is quite hard, not only is it in x86 asm and uses all types of wierd tricks, I need to convert it from it's actual formula into what it would really be (aka remove x86 warts of integer processing)
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#7 | ||
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Hello Xon, good to see you back.
Quote:
Now if Xon can convert the formulas he could produce a much more accurate set of tables... and since he's doing that anyway Would such tables be much use to you Xon?
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#8 | ||||
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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Quote:
Quote:
One thing I can say for sure; When firing a weapon, the veterancy level is applied to at least 2 stats related to weapons. One is capped, the other isnt. I cant claim to have nailed all of the referances down, I think I'll need to breakout TSearch to hund down accesses to it. Quote:
Quote:
Make sure you do these tests on a map without any windspeed so it cant affect the results(plasma weapons aka inaccurate ones). Also using a modified unit with nice numbers for stats might be a good idea. |
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#9 | |
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Table1: Veterancy vs Weapon Reload Time
Code:
Veterancy vs ReloadTime 101 shots = 100 reloads*, reload = 1s
*first shot is virtually instantaneous
Veterancy Kills Time(s)
0 0 107
1 5 100
2 10 94
3 15 87
4 20 80
5 25 77
6 30 77
7 35 77
8 40 77
9 45 77
10 50 77
11 55 -
12 60 -
13 65 -
14 70 -
15 75 77
16 80 -
17 85 -
18 90 -
19 95 -
20 100 77
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#10 |
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Juggernaut
Join Date: 6 Sep 2000
Location: Washington, DC
Age: 39
Posts: 1,307
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I wonder if it bumps up again at 125 kills (5^1 being a significant boost, 5^2 being a significant boost, maybe 5^3 is a boost as well)
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#11 | |
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Table1(extended): Veterancy vs Weapon Reload Time
I filled in a few blanks but they don't reveal anything new.
Code:
Veterancy vs ReloadTime 101 shots = 100 reloads*, reload = 1s *first shot is virtually instantaneous Kills Time(s) 0 107 1 107 2 107 3 107 4 107 5 100 6 - 7 - 8 - 9 - 10 94 11 - 12 - 13 - 14 - 15 87 16 - 17 - 18 - 19 - 20 80 21 80 22 80 23 80 24 80 25 77 Code:
Veterancy vs ReloadTime 101 shots = 100 reloads*, reload = 1s *first shot is virtually instantaneous Kills Time(s) 125 77 126 - 127 77 128 77 129 - 130 77
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#12 | |
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Table2: Veterancy vs Weapon Range
I did this as an off the cuff spot check because I see comments from time to time wherein it is suggested that range is affected. This is not an accurate test but there's no evidence for that effect here (but such an effect might not apply to all weapon types so some more tests may be done).
Code:
Veterancy vs Range rendertype 0, beamweapon, range=300 visual comparison (range was not measured) Kills Range 0 300 130 300
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#13 | |
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Monstrous TA Mutation
Join Date: 7 Apr 2002
Posts: 2,370
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Quote:
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#14 | |
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Table3: Veterancy vs Weapon Damage
Code:
Veterancy vs Damage default damage=100, target maxdamage=10000
Veterancy Kills Shots To Kill
0 0 100
1 5 95
2 10 90
3 15 85
4 20 81
5 25 77
6 30 77
7 35 77
8 40 77
9 45 77
10 50 77
11 55 -
12 60 -
13 65 -
14 70 -
15 75 77
16 80 -
17 85 -
18 90 -
19 95 -
20 100 77
21 105 -
22 110 -
23 115 -
24 120 -
25 125 77
26 130 77
Thanks mac but that mutator doesn't work for me... er, you know
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#15 |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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The equation for damage buffs appear to be; 6*<vet level>+<Initial Damage>
And reloading; -6*<vet level>+<Initial reload time> To test damage buff equation, use a 100 damage weapon with a 2500hp target. It should take 25->20 hits to kill it (decreasing by 1 hit per vet level). |
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#16 | |
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Table4: Veterancy vs Health (MaxDamage)
Code:
Veterancy vs Health default damage=100, target maxdamage=10000
Veterancy Shots To Kill
0 100
1 105
2 109
3 114
4 120
5 125
6 -
7 -
8 -
9 -
10 125
11 -
12 -
13 -
14 -
15 125
16 -
17 -
18 -
19 -
20 125
21 -
22 -
23 -
24 -
25 125
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#17 | ||
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Quote:
Code:
Weapon Damage Modifier Damage(M) = Damage*(100+mL)/100 where m=the modifier=6 and L=the veterancy level (0,5) Weapon Reload Modifier Reload(M) = Reload*100/(100+m(L-1)) where m=the modifier=7.5 and L=the veterancy level (0,5) Or Reload(M) = Reload*80/(80+m(L-1)) where m=the modifier=6 and L=the veterancy level (0,5) But Not Reload(M) = Reload*100/(100+m(L-1)) where m=the modifier=6 and L=the veterancy level (0,5) This does not fit the values. Unit Health Modifier Health(M) = Health*(100+mL)/100 where m=the modifier=5 and L=the veterancy level (0,5) Ignores the kink in the values.
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#18 |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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Sorry about that; the equations are:
Code:
Weapon Damage Modifier Damage(M) = Damage(I) + mL where m=the modifier=6 and L=the veterancy level (0,5) and Damage(I) is initial damage Weapon Reload Modifier Reload(M) = Reload(I) + mL where m=the modifier=-6 and L=the veterancy level (0,5) and Reload(I) is initial Reload time in milliseconds (stored in the weapon's tdf as seconds) Unit Health Modifier Health(M) = Health(I) + mL where m=the modifier=5 and L=the veterancy level (0,5) and Health(I) is initial hitpoints The Reload time figures you have are too big for the value stored in seconds, and I've seen the value is also way to large in memory, so I assume it gets converted from seconds to milliseconds internally when loading the weapons info. |
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#19 | |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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#20 |
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- --- - .- .-.. .-
Join Date: 18 May 2003
Location: France
Posts: 6,966
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Here is a unit displaying the time between the two last fired shots, in tick. Maybe I should have used a longer reload weapon, such as a BLoD, instead of a HLT, to have more meaningfull values.
Built in all four kbots labs, for free, and invulnerable to all but dgun. Edit: First remark, an HLT goes like: 30->28->26 with each 5 kills, while a BLoD goes like 150->140->132->123->114->105->105->105->105. So the reload decrease is proportionnal to initial reload, which is against your equations.
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#21 |
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- --- - .- .-.. .-
Join Date: 18 May 2003
Location: France
Posts: 6,966
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It is peculiar that no one ever noticed until now, but:
Reload time change with health! Without scoring any kill: 200% health -> reload is 120 tick 100% health -> reload is 150 tick 50% health -> reload is 164 tick 10% health -> reload is 177 tick 0% health -> reload is 180 tick It is known that veteran unit have a higher max hitpoint. Therefore I theorise that the veterancy doesn't direcly increase the firerate, but instead, it increase the hitpoint which increase the firerate. Also, if instead of a los weapon, I use a ballistic weapon, such as the guardian gun, then, as soon as health is overloaded to as low as 101%, the gun goes bersek and fire in random direction! (Not only random heading, but also random pitch). Lowering health back restore normal operation of the gun. I guess it gets negative accuracy or something. TheRegisteredOne is telling me it's well know and that I am not the sole discover of this phenomenon, but I'll still anigif it: here is what happens when a guardian gun has its health overloaded to 500%. To the previous unit, I added another unit that: - Fire an annihilator BLoD - Is instabuild, but cost 1000 metal so that reclaiming and healing is low. (Yes, reclaim speed depend on metal cost, not build cost) - Is equipped with a damage inversal device, toggleable with the on/off button. - Display time between two last shots, "get HEALTH", and killcount if Xon's dll is here. To adjust its health to whatever value, make it be reclaimed by fark, then turn it on for health increase, and off for health decrease. To rack kill, well, make sure the AI has built stuff, then, with a BLoD, murder is easy. Don't forget to let it fire twice in a row to read the reloadtime. Also, first unit to sport three ten digit signed digital counters!
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#22 |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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Ok, I have found several locations which make use of the vetern level.
49D6E0 - Appears to have something todo with determining the accuracy of a unit. (I think, there are 2 calls to Random() depending on the vet level & health) 489BB0 - Unit_ApplyDamage - When a unit is hit by a weapon, it applys a health buff. 499CD0 - Unit_CalcWeaponDamage - When a unit fires a weapon (and hits something), damage amplification based on vet level? Unit_CalcWeaponDamage - Finds the per-unit type damage otherwise applies the default damage. Code:
.text:00499DAE xor ecx, ecx .text:00499DB0 mov eax, 66666667h .text:00499DB5 mov cx, [ebx+UnitStruct.Kills] .text:00499DBC imul ecx .text:00499DBE sar edx, 1 .text:00499DC0 mov eax, edx .text:00499DC2 shr eax, 1Fh .text:00499DC5 add edx, eax .text:00499DC7 cmp edx, 5 .text:00499DCA jle short loc_499DD1 .text:00499DCC mov edx, 5 .text:00499DD1 .text:00499DD1 loc_499DD1: .text:00499DD1 lea ecx, [edx+edx*2] .text:00499DD4 mov eax, 51EB851Fh .text:00499DD9 lea ecx, [ecx+ecx+100] .text:00499DDD imul ecx, esi .text:00499DE0 imul ecx .text:00499DE2 sar edx, 5 .text:00499DE5 mov eax, edx .text:00499DE7 shr eax, 31 .text:00499DEA add edx, eax .text:00499DEC mov esi, edx Damage(M) = Damage(I)*((5*RoundDown(Kills/5,0))+100) /100 Kills are capped at 25/Veteran level at 5 Code:
.text:00489BF3 xor ecx, ecx .text:00489BF5 mov eax, 66666667h .text:00489BFA mov cx, [esi+UnitStruct.Kills] .text:00489C01 imul ecx .text:00489C03 sar edx, 1 .text:00489C05 mov ecx, edx .text:00489C07 shr ecx, 1Fh .text:00489C0A add edx, ecx .text:00489C0C cmp edx, 5 .text:00489C0F jle short loc_489C16 .text:00489C11 mov edx, 5 .text:00489C16 .text:00489C16 loc_489C16: .text:00489C16 mov ecx, 25 .text:00489C1B mov eax, 51EB851Fh .text:00489C20 sub ecx, edx .text:00489C22 imul ecx, edi .text:00489C25 shl ecx, 2 .text:00489C28 imul ecx .text:00489C2A sar edx, 5 .text:00489C2D mov eax, edx .text:00489C2F shr eax, 1Fh .text:00489C32 add edx, eax .text:00489C34 jmp short loc_489C3A Damage(Reduced) = ROUNDDOWN(Damage(Initial)(25-ROUNDDOWN(Kills/5,0))/25) Kills are capped at 25/Veteran level at 5 This explains how a veteran Krogoth can survive a D-gun hit. No damage modifier will be applied if the damage is over 30k, but the unit's veteran status still gets applied. So a Krogoth with 25 kills takes 24k damage from a dgun instead of 30k. Last edited by Xon; 8 Mar 2007 at 2:28 PM. |
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#23 | |
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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This is good, it means that veterancy doesn't affect health but confers damage resistance instead, therefore Reload vs Current Health (as observed by zwzsg) can operate independantly.
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#24 | |
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Table5: Capture Time Preliminary
Ok, so I haven't done Veterancy vs Capture Time yet but I have done this preliminary stuff.
Code:
CaptureTime is grounded at 5s minimum and capped at 60s maximum. It is dependant on BuildCostMetal and BuildCostEnergy. BCE=1 BCM CaptureTime(s) 1 5 10 5 100 6 500 9 1k 12 2.5k 23 5k 41 7.5k 58 10k 60 100k 60 1m 60 BCM=1 BCE CaptureTime(s) 1 5 10 5 100 5 1k 6 5k 7 10k 10 25k 17 50k 30 75k 42 100k 55 1m 60 10m 60 100m 60
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#25 | |
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Head Administrator
Join Date: 21 Jun 2006
Age: 33
Posts: 4,414
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#26 | |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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#27 | |
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Head Administrator
Join Date: 21 Jun 2006
Age: 33
Posts: 4,414
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#28 |
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Bananable Offense
Join Date: 20 Mar 2003
Age: 34
Posts: 7,188
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or by negative damaging weapons
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#29 |
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Monstrous TA Mutation
Join Date: 7 Apr 2002
Posts: 2,370
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I'm gonna make me a "Cleric" unit with a negative-damage area weapon who can "bless" any friendlies in his vicinity. Funny that they didn't abuse that in TA:K where it actually would've fit in, eh?
Say, it's been a while for me and this particular aspect of scripting, so I ask the question: is it possible to script a ceiling for unit health, such that if it's increased beyond 100% - say by a negative-damage weapon striking it - it will be reset to 100%? That trick could actually be used to create an alternative type of shield, were it not for the fact that it would benefit nearby enemy units as much as friendlies.
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#30 |
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Bananable Offense
Join Date: 20 Mar 2003
Age: 34
Posts: 7,188
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it is really bad
1. los units lose their ability to fire after a while, firing/aiming script gets stuck due to high rate of fire 2. ballistic weapons lose all their accuracy after 100%, negative accuracy value 3. damage modifier rounds down, so -0.1 = -1, so you cannot negate nega damage without making the unit invincible 4. the units explode after overdose (damage must have wrapped around) 5. it kills trees |
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#31 | |
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- --- - .- .-.. .-
Join Date: 18 May 2003
Location: France
Posts: 6,966
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Quote:
__________________
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#32 |
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Smart and yet, confused..
Join Date: 15 Feb 2006
Location: Texas
Age: 32
Posts: 363
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Just a quick question, might have been said or asked, but what about units in the thousands of kills? Like nukes and LRPCs?
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I'm what you call a "half-noob". I know the basics, just too lazy to learn more... In other words, I'm a professional rookie. |
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#33 |
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Code monkey
Join Date: 15 Dec 1999
Location: Australia
Age: 34
Posts: 631
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The damage modifier gets rounded to the nearest whole number when read from the fbi file at load time, it isnt posible to have it as a fraction
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#34 | |
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Registered Simpleton
Join Date: 27 Jun 2005
Location: Wales
Posts: 6,842
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Table6: Veterancy vs Capture Time
Code:
Veterancy vs Capture Time (1)
Veterancy Capture Time(s)
0 40
1 44
2 48
3 52
4 56
5 60
Veterancy vs Capture Time (2)
Veterancy Capture Time(s)
0 20
1 -
2 -
3 -
4 -
5 30
6 -
7 -
8 -
9 -
10 40
11 -
12 -
13 -
14 -
15 50
16 -
17 -
18 -
19 -
20 60
21 -
22 -
23 -
24 -
25 70
Initial Capture Time capped at 60s, Veterancy bonus capped at 6s (tested but not shown in this table). Veterancy Capture Time is uncapped (tested up to 210s - there could still be a higher cap).
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#35 | |
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- --- - .- .-.. .-
Join Date: 18 May 2003
Location: France
Posts: 6,966
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Quote:
__________________
In need of help? Check out my Super Duper Ultimate Help Thread! Forum Rules, TA2, Installation, Multiplayer, Mods, Maps, Demo Recorder, A.I., Editing & Modding, Troubleshooting, TA for Mac, TA: Kingdoms, Links, Acronyms, Hosting |
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#36 | |
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Head Administrator
Join Date: 21 Jun 2006
Age: 33
Posts: 4,414
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#37 |
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Bananable Offense
Join Date: 20 Mar 2003
Age: 34
Posts: 7,188
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*looks at BlueWolf* O.o
uh-huh... ota solars, radars, pop-up cannons, and other units that close up uses fractional damage modifiers. |
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#38 |
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- --- - .- .-.. .-
Join Date: 18 May 2003
Location: France
Posts: 6,966
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Well, save that they're broken, because the Cavedoggies forgot the set ARMORED to TRUE; in half of them.
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#39 | |
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Head Administrator
Join Date: 21 Jun 2006
Age: 33
Posts: 4,414
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#40 |
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Monstrous TA Mutation
Join Date: 7 Apr 2002
Posts: 2,370
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I'm trying not to look at you. My eyes have suffered a few too many traumas here lately!
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