Can someone post a list of all damage types in Empires, including the ones that are not in use if there are any and then explain the properties of each type. For example what are the differences between Kinetic, Explosive, Missile, MissileExplosive types? Thanks in advance.
Do they have a use currently? Since armour do not have many resists anymore, is it safe to say that damage type of weapons is of no importance any more? Like 50explosive=50kinetic damage on any armour unless it has a resistance of kinetic and explosive are different?
Buildings and infantry use the same damage types as vehicle armor. There are things unused though, most of the general damage types like general_mechanical aren't being used and I can't think of anything using the extra damage types. Most everything else is actually different amongst all the different building types and infantry resists, so you can't really say 50explosive=50 kinetic. Someone could mess with building hp values to make that more true, but it's not really worth it at all. Both building script and infantry_resist list all resist types as far as I know.
Of course 50explosive=50kinetic is not a good thing, I feared it was the case. Thank you, Lazybum, I was hoping you would post in this thread.
from "vehicle_weapons.txt" (V 2.9.3) Bullet: std MG .50 med MG .50 hvy MG chain gun med chain gun General Physics: Plasma MG Plasma CN BulletExplosive: HE MG Kinetic: std CN Ranged CN Rail CN Explosive: HE CN GL upg GL ExplosiveArt: sml ACN med ACN HE ACN KineticArt: Ranged ACN Missile: std ML upg ML Bio ML Salvo ML Guided ML Homing ML Salvo Homing ML MissileExplosive: Nuke ML
HEMG shouldnt be bulletexplosive as thats the glitched damagetype, it should be explosive i.e. i deals both kinetic and explosive damage if i remember correctly from what i was told, therefore it deals double damage
lol, will test that plain armor health 40 no special resis against HE MG reduced dmg from 10.5 to 10 tested with apc's - 2 layers each side 3 front 4 shot front = 1 green + 1 orange layer left 3 shot side = 1 yellow layer left 2 shot side = 1 green + 1 yellow layer left 1 shot back = 1 green + 1 red layer left that means clearly yes - does more damage than it should - but not double xP wait, could overlap because of exp radius - i'll test again with r2 radius 2 result: 4 shot front = 1 green + 1 orange layer left - strange 3 shot side = 1 light green layer left 2 shot side = 1 green + 1 red layer left 1 shot back = 1 green + 1 yellow layer left so yellow starts at half armor plate?
No, it's the ammo type. The reason it's set to 2 instead of one(one being it damages vehicle 0 being it doesn't damage vehicles) is because that's the only way to make hte explosive radius work. That's the reason it does twice the damage, it's had explosive bullet forever so it's not that.
Hemg's damage type, what the resists are using, have no effect on it doing double damage. You could change it to missile damage type and it would still be doing double damage. Ammo type, a different parameter, is what's causing it to do double damage.
uhm, indeed it is set to {"ammotype" "2"}, but there's no description what that means! (0 = non-armor dmg, 1 = armor dmg)
It enables the explosive radius parameter. If it's just set to 1 like du the bullets wouldn't explode.
does that mean that all explosive weapons do double damage instead of having aoe? (bullet + explosion radius, but then why it isn't exactly doubled?, what is the dmg % for the radius?)
No, it's just vehicle mgs. I'm not a programmer so I wouldn't know the reason though. My guess is the explosion effect is tacked on in such a way it's like a separate occurrence, so it has it's own damage calculation to do without taking into the account the initial impact.