![]() |
Dom 3 DB: Units, Weapons, Armor
1 Attachment(s)
The full unit list is now available.
Attached to this post is the complete list of all existing units in the game, as well as all weapons and all armor. The file has pages for base data of units, weapons and armor, and display pages which reference the data pages to display the units as they really, truly appear in the game. There are some deficiencies. I do not possess the armor calculation formula, therefore protection values are a direct base protection + body armor value. Seems like I also managed to forget adding earth magic bonus, but tough cookies, I'm not going to go poke at those formulas anymore today. Live with it. The resource cost is also plonked directly from the game without calculating it because I couldn't be bothered to do enough mod testing to find out what the ressize modifiers are and then start testing different units to see what size they really are for resource cost purposes. Unless by the grace of KO and JK I see the relevant source code, you're not going to get it either. Another deficiency is that the only display pages actually having data on them are AllUnits and Pretenders. Takes too much time to do the others and at this point I'm bloody sick and tired of the whole DB, so you again just have to live with it. You need national unit reference lists, use Sunray's list and the ArmyList page in this file. It doesn't contain possible summons or reanimation units for the nations and Ashen Empire Ermor is completely missing, but again, I couldn't care less at this point. The final deficiency is that this file is BIG. It's not just the "Wow, that's a lot of data!" kind of big, it's the "Holy crapola, my machine just went to its knees and keeled over trying to open this thing!" kind of big, because there are a LOT of VLOOKUP function formulas that reference absolutely massive arrays. So if and when you sort it, be prepared for it to take time. If I were to add the other listed pages, the file size would also grow in direct proportion Display pages hide the formulas, but you can get them visible by unprotecting the sheets. No password, but if you delete any formulas by accident, don't come crying to me. I spent three days constructing them and I do NOT want to look at them again if I can help it. There. That should be all. Enjoy. Edi |
Re: Dom 3 DB: Units, Weapons, Armor
Yoohooo ! At last, Edi's Unit list ! http://forum.shrapnelgames.com/images/smilies/shock.gif
Thanks Edi ! http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Dom 3 DB: Units, Weapons, Armor
Thank you very much Edi and good timing, i just started making a mod, your DB is really helpful for that http://forum.shrapnelgames.com/images/smilies/happy.gif.
|
Re: Dom 3 DB: Units, Weapons, Armor
Thanks for the compliments, guys.
Boron, you can quicktest your new mod ideas if you save another copy of the DB under a different name and then plug the new numbers into the BaseU, BaseA and BaseW pages. You'll see the instant final results on the unit display page. Just make sure you enter 0 for FALSE or 1 for TRUE or actually type out the word each time you use them. Dragging the values for several trues in a row will screw things up since it will do a sequence of 1..2..3..4.. and show everything above 0 as TRUE. See also the Tools and Tutorials thread in the map/mod forum for some more instructions. I'd still be correcting those by hand if Kaljamaha hadn't fixed it for me with a handy perl script that took care of the issue. Edi |
Re: Dom 3 DB: Units, Weapons, Armor
Thanks edi!
|
Re: Dom 3 DB: Units, Weapons, Armor
Way cool. Especially the "you can test" tidbit you just mentioned. Maybe you could create a tab for "testing" with the formulas and blank fields and instructions for the next edition (just brain farting, dont know if thats easy or not)
Im downloading the new (free open-source) Office Suite so I can make a new webby version of your database and make it available at www.Dom3minions.com/docs Gandalf Parker |
Re: Dom 3 DB: Units, Weapons, Armor
Doesn't work like that, Gandalf. If you need to test modding of existing units, you change their stats in the base unit page and the results show on the display page. For new units, you essentially do the same, except you just add them into the empty rows on the base page and then add their ID numbers to the ID column on the display page and then use the spreadsheet's formula replication ability by drag-extending the cell formulas downwards. It'll increment the relevant indexes automatically that way.
Doing a separate test page would be much too much hassle and would only disproportionately increase the file size to no gain. An instructions page on the otehr hand would just have text in a few cells, much like the glossary, so adding that wouldn't be a problem. As for the next edition, not until there is a new patch or I get source code access for things like ressize, base rescost, accurate summon numbers, icearmor increments, misfortune-prevention and healing percentages and such. Some of the current info is somewhat unreliable, healing numbers for all but the Arco priestess are conjecture and guesses, the luck percentage to prevent misfortune is guesswork based on descriptions and entries marked with * in e.g. battle summons are something that has not been tested out to see what exactly and how much is summoned. Edi |
Re: Dom 3 DB: Units, Weapons, Armor
What application can read this ODS file? MS Excel doesn't recognize it.
|
Re: Dom 3 DB: Units, Weapons, Armor
Its the multi-platform free open source version alternative to the MS Suite. Instead of hundreds of dollars for Word, Excell, Access, Power Point, etc etc. Its called Open Office and is available at www.openoffice.org
I consider it more appropriate for a multi platform game like this to do important documents in multi platform formats (even though I do have the MS programs) |
All times are GMT -4. The time now is 08:27 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.