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Accurate to v1.10, this campaign stat mod is more accurate than Classic in regards to: Armor, damage, and ROF by the end of every mission. Many research topics tweak rewards to correct off-by-one issues (or greater) per component. I was not able to see structure or cyborg related stats, so they will have to potentially live with small differences. The main differences are: - reloadTime research changes never had any effect since the source itself only considered the base value (in effect, no ROF upgrades for rockets/missiles and anything that uses reloadTime). - All Rockets (including their artillery variants) are generally much weaker due to damage upgrades having zero to barely any effect. Curiously, Missiles benefit from damage upgrades. - Any weapon that goes above 120 ROF would randomly fail to fire due to intentional delays, with the max ROF actually being 300 as a result (5 bullets per second). - As per the above, that means MGs, MRP, AA machineguns, HEAP bomb, and Phosphor bomb fire at an unstable rate past 120. So, an average ROF target was calculated and then increased by an offset to recreate v1.10 in-game behavior more closely while staying under 5 bullets per second. To further increase the accuracy of this mod the following can be followed up on: - 3.2.x changed HP calculations so some designs are either accurate enough or hundreds of points different. - Speed related properties appear to be very different. - See if previous v1.x releases have differences compared to this.
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Is this |
| "minVersionSupported": "@MODINFO_LATEST_VERSION@", | ||
| "maxVersionTested": "@MODINFO_LATEST_VERSION@", |
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Are these @ values intentional?
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It's like that as the cmake files in data/mods treats those .json.in mod files as an input template to auto-generate a new mod file automatically updated with the latest supported version when building. At least that's what I understand at a glance. You can ask pastdue about it more if you want. |
Yep - to avoid having to remember to manually update certain version fields for these bundled campaign mods, we use template files plus the CMake scripts to properly set certain values when building the WZ packages. |
This is stat mod of Classic, the stats are all the same aside from the research file and the tweaks to get it working are very minimal elsewhere. So far I have it named as Pumpkin balance due to no other ideas. Everything was observed during my pc release run in January.
Custom tweak options can now be set as editable which I used to create a permanently hidden tweak option to identify this mod as a proof of concept. AFAIK, the source doesn't support custom descriptions for built-in original campaign, just the hardcoded description, so that's something pastdue should fix eventually.
This PR seems to work but it's possible I missed something in the source since adding original campaign mods isn't as easy as dropping in addon campaigns.
The main differences are:
There is a rumor I saw on the forums that the game was patched and released with a broken set of rocket stats after some patch, so that may explain why Slow Rockets basically get no upgrades at all to damage. Just a rumor mind you--if that's not the case then yet another campaign mode can be added later. The reloadTime bug is definitely from the source code only looking at the base value instead of the upgraded values (there is a commit fixing this around the very end of 2007).