Talk:Celatid

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Revision as of 01:30, 23 May 2006 by MikeTheRed (talk | contribs) (Note for EthC and NKF)
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EthC, why would their weapon strength, equal their "muscle" strength? Weapons are handled as "separate add-ins", even if they are "inherent". You can kill this note after reading.

---MikeTheRed 06:13, 21 May 2006 (PDT)


Hmm...

  • On the Zombie page, it states "Zombies have a melee attack equal to its strength."
  • The Celatid entry formely read "its acid spit does a whopping 140 points" -- which is 2x its Strength (70) and the normal maximum for a weapon of damage rating 70
  • I've also seen elsewhere someone claim Sectopods' weapons are slightly less powerful than the Heavy Plasma (115) (Sectopod Strength is 90-105)

But just now I hacked Sectopods' Strength down to 2 and Mind-Controlled one -- its weapon was just as damaging as before, both when under MC and not. Does anybody know which field(s) in GEOSCAPE.EXE determine weapon damage for Sectpods, Celatids, etc.?

--Ethereal Cereal 13:15, 21 May 2006 (PDT)


I know the rough whereabouts of the terror unit 'built in turrets'. My offsets are for the CE version - so you'd need to adjust the offsets accordingly for the dos version.

I can't give you the exact offset, but you can look at the values within the region of the byte no 448, 073. If I'm not mistaken, it's in the Tactical.exe portion of the game. If you want the closest reference, try looking for the 'missdat/direct.dat' and move about 3000 bytes or so past that.

You'll see sets of data that resemble weapon stats. From damage type, damage, firing costs, etc. They're all stored in 16-bit words (i.e. 2 bytes).

The rocket tank's launcher for example will have a value set of 2 (high-ex), 12 (default ammo), 85 (damage), 55, 45, 0 (aimed-snap-auto costs), 115, 75, 0 (aimed-snap-auto accuracies). Etc.

We've actually done some damage tests the hard way (reiterative testing in-game with various armour levels). In the end the weapon damages have already been confirmed against Dave Ellis's Official strategy guide, which lists the damage levels of the terror unit weapons.

- NKF


Ahh, I see it, it seems to start at 447,868 for the Tank/Cannon. And it looks like the Sectpod weapon is 100/Laser. Been wondering about that for a long time.

Is Str = melee damage true? For all the units with melee attacks?

I read a thread of Zombie's on Strategycore that alien melee attacks took 14 TUs, not 15, as is listed on this site in several places. Any idea which is correct?

--Ethereal Cereal 00:10, 22 May 2006 (PDT)


Zombie has done a lot of work on melee. I'm too rusty to remember.

Great job on the trajectories, and important to know for this lethal creature. Did you MC one to measure it?

If possible, one of you should put this info on where stuff is (above) on the GEOSCAPE or TACTICAL page or whatever. I'm still confused about what files which versions have.

NKF, do you know where the Damage_Modifiers are? I tried to help Danial once and looked through all the files for them so we could confirm the OSG. But I never could find them.

---MikeTheRed 18:30, 22 May 2006 (PDT)