View Single Post
  #7  
Old February 24th, 2007, 05:40 AM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default 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
Reply With Quote