Empires 2.7.0 Changes Building previews now also print the reason why they cannot be built in their current position on screen, next to the building, which is colored according to the "main" reason. When outside of range, many of the reasons are not shown, to prevent scanning unexplored territory with a building preview to find enemies or enemy buildings. Also, it is no longer disallowed to have a building preview active when there are not enough resources for the building. This means you can have a building positioned beforehand, to place it the exact moment the resources come in. don't always show the squad menu; only if you have to wait for commandervote AND have enough teammates Added release notes since 2011 to {STEAM}\steamapps\common\Empires\empires\releasenotes.txt fixed NF barracks rotation fixed revive bug; revive wouldn't work in some areas of some maps due to buffer overflow fixed wall preview remaining after leaving command view fixed inability to bind semicolon key to commands fixed inconsistent wall height for small walls fixed MG attachment origin fixed collision meshes on BE barracks, armory and VF fixed BE mine cooking (consistent with NF; you can click and hold to play the animation while in a safe spot, and then release the mousebutton to drop the mine immediately) fixed bug; Holding shift and dropping buildings quickly allows you to drop more buildings than you can afford fixed news panel; uses the main websites news archive page fixed various causes of undefined behaviour fixed many assert failures, so that debug builds can run properly fixed a lot of the compiler warnings (generated by Visual Studio, gcc and PVS) fixed shader building on windows fixed brenodi heavy tank's dual cannons going off at an angle swap: gave binocs to scout (no longer "Assault", armour to rifleman) Balance changes: Nerfed NF heavy slightly; Max Weight 1396 -> 1366, plates on all sides 7 -> 6 BE pistol2; 9% less damage; doubled time between shots; decreased headshot damage modifier -25%; made 17% more accurate while standing, 10% more accurate while ducking NF shotty pistol deals 9% less damage; .5 s between shots to prevent double-click instakill; increased minimal damage 22% made both smg1's less accurate; 25% when standing, 23% when crouched, 26% less accurate while prone (Upgraded) Grenade launcher weight 50 -> 40, explosion radius of UGL decreased 10% HEMG weight 30 -> 40 DUMG weight 30 -> 40; DUHGM weight 50 -> 70 .50 cal MG weight 70 -> 50; HMG weight 90 -> 65 Lowered max weight of NF&BE APCs by 45 (approx. 5%) all APC engines are 10 weight nerfed reflective hp 10% (80 -> 72)
Bug #1: Commander's building key bindings are broken- FIXED *Smithy Priority: High Description: Binding a key to anything else than refinery gives a refinery, and binding a key to refinery does nothing. Using console commands results in the same. Screenshot: http://steamcommunity.com/profiles/76561197987372696/screenshot/305487033029736065 Bug #2: Wall Height Inconsistencies - Doesn't happen on flat surfaces, emp_money is actually made of displacements with a tiny slope. (Not sure if this is intended?) *Smithy Priority: Average Description: Random wall height inconsistency Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=626382722 Bug #3: Commander's UI missing - FIXED *Smithy Priority: High Description: The top part of the UI (showing tickets/resources etc...) goes missing when entering commander view. Unable to replicate on a local server. Screenshot: http://steamcommunity.com/profiles/76561197987372696/screenshot/305487033030141522 Bug #4: Slaughtered's Skybox - FIXED *Smithy Priority: Average Description: see screenshot Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=626507111
right hand top bar (the one that displays resources) also disappears randomly if you switch to command view. - FIXED *Smithy
For me, the keybinding bug is worse; my keybinds have been overwritten and appear empty in the dialog. So I have to set everything anew. And the building placer binds don't work at all.
I see this update was mostly codes and trying to fix bugs... By putting worse bugs. We could try naming and theming updates. I suggest the new update to improve on the 3-slot weapons and thus be called the 3-Slotted Update.
Fixes so far: Commander key bindings should now be fixed. Lost coast content fixed. Top panel of the HUD disappearing is now fixed. SDK tools should all be working correctly again.
Swore I wouldn't be back, but TY so much Smithy for fixing so fast. Snippet for scripters to consider for bringing back armor characteristics. Code: Vehicle_Armor { "Plain Armor" //0 { "Name" "Plain Armor" //name given when selecting weapons "Description" "Plain armor offers mild protection from damage." //description given when selecting weapons "Icon" "vehicles/gui/armor/armor_small" //Path to the icon file used in the gui (uses an inferred path of the empires/materials/vgui/ folder) "Hud Icon" "" //not used "Size" "1" //Slot size, default is always 1 "Type" "0" //Type of Vehicle that can use this armor: 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank, 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery, 11=Command Vehicle "Weight" "15" //The Weight of the Armor "Cost" "5" //The Cost of the Armor, per plate. "Research" "" //The Research Tree that will unlock this armor. "Health" "40" //The Health of 1 plate of armor. "Regeneration" "0.0" //Regenerative aspect of the armor. "Type" "0" //amount of health this armor regenerates per second. If set to same as bio damage, will nullify bio. "Angle Modifier" "0" //Determines how much angle of impact affects overall damage. 0 for none, 1 for totally based. "Speed To Damage Modifier" "0" //How Speed of weapon affects damage to armor. "Damage Modifier" "1" //Overall modifier of weapon damage. Can be used to affect damage no matter the source. "Damage To Heat Absorbed" "0.025" //percentage of damage received which is added as heat (0.2: damage*0.2=heat added) "Bioweapon Damage Modifier" "1.5" //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval) "Sound Impact" "" //Sound file used for Impact.(not used) "Sound Repair" "" //Sound file used for Repair.(not used) "GeneralPhysicsResist" "0" //Plasma Cannon and Plasma mg "KineticResist" "0" //Railguns, Standard Cannon, Ranged Cannon "ExplosiveResist" "0" //HE Cannon, Grenade Launcher, Upgraded Grenade Launcher "BulletResist" "1" //Standard, 50 cal, Chain mgs. aka Non Armor damaging "APBulletResist" "0" //Du and bio mgs. aka Armor Damaging "BulletExplosiveResist" "0" //HE mgs. aka Bullets that Explode "MissileResist" "0" //Single, Upgraded, Homing, Guided, SalvoHoming, SalvoGuided Missile launchers. aka Generic Missle type of damage "MissileExplosiveResist" "0" //Nukes "KineticArtResist" "0" //Ranged arty. aka Kinetic Artillery "ExplosiveArtResist" "0" //Small, Med, HE arty. aka Explosive Artillery "InfantrySeismicResist" "0.95" //Siesmic Grenades "InfantryBulletResist" "1" //Infantry guns "ExtraType1Resist" "0.95" //Building Collisions "InfantryMeleeResist" "1" //Infantry melee "InfantryMineResist" "0" //Player Tossed Mines "InfantryMissileResist" "0" //Grenadier Missiles "InfantryMortarResist" "0" //Grenadier Mortars "InfantryStickyResist" "0" //Riflemen Sticky Grenades } "Composite" //1 { "Name" "Composite" //name given when selecting weapons "Description" "A composite of all other armors, offering reflective, regenerative and cooling capabilities of the other armours, whilst being light and strong. It is the most expensive of all armours." //description given when selecting weapons "Icon" "vehicles/gui/armor/composite_sml" //Path to the icon file used in the gui (uses an inferred path of the empires/materials/vgui/ folder) "Hud Icon" "" //not used "Size" "1" //Slot size, default is always 1 "Type" "0" //Type of Vehicle that can use this armor: 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank, 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery, 11=Command Vehicle "Weight" "10" //The Weight of the Armor "Cost" "25" //The Cost of the Armor, per plate. "Research" "Composite Armor" //The Research Tree that will unlock this armor. "Health" "80" //The Health of 1 plate of armor. "Regeneration" "0.02" //Regenerative aspect of the armor. "Type" "0" //amount of health this armor regenerates per second. If set to same as bio damage, will nullify bio. "Angle Modifier" "0.5" //Determines how much angle of impact affects overall damage. 0 for none, 1 for totally based. "Speed To Damage Modifier" "0" //How Speed of weapon affects damage to armor. "Damage Modifier" "1" //Overall modifier of weapon damage. Can be used to affect damage no matter the source. "Damage To Heat Absorbed" "-0.025" //percentage of damage received which is added as heat (0.2: damage*0.2=heat added) "Bioweapon Damage Modifier" "1" //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval) "Sound Impact" "" //Sound file used for Impact.(not used) "Sound Repair" "" //Sound file used for Repair.(not used) "GeneralPhysicsResist" "0.2" //Plasma Cannon and Plasma mg "KineticResist" "0.2" //Railguns, Standard Cannon, Ranged Cannon "ExplosiveResist" "0.2" //HE Cannon, Grenade Launcher, Upgraded Grenade Launcher "BulletResist" "1" //Standard, 50 cal, Chain mgs. aka Non Armor damaging "APBulletResist" "0.2" //Du and bio mgs. aka Armor Damaging "BulletExplosiveResist" "0.2" //HE mgs. aka Bullets that Explode "MissileResist" "0.2" //Single, Upgraded, Homing, Guided, SalvoHoming, SalvoGuided Missile launchers. aka Generic Missle type of damage "MissileExplosiveResist" "0.2" //Nukes "KineticArtResist" "0.2" //Ranged arty. aka Kinetic Artillery "ExplosiveArtResist" "0.2" //Small, Med, HE arty. aka Explosive Artillery "InfantrySeismicResist" "0.95" //Siesmic Grenades "InfantryBulletResist" "1" //Infantry guns "ExtraType1Resist" "0.95" //Building Collisions "InfantryMeleeResist" "1" //Infantry melee "InfantryMineResist" "0.2" //Player Tossed Mines "InfantryMissileResist" "0.2" //Grenadier Missiles "InfantryMortarResist" "0.2" //Grenadier Mortars "InfantryStickyResist" "0.2" //Riflemen Sticky Grenades } "Reactive" //2 { "Name" "Reactive" //name given when selecting weapons "Description" "Electrically charged armor is internally aligned with charged capacitors. It is the heaviest armour, but the strongest in terms of the raw damage it can take." //description given when selecting weapons "Icon" "vehicles/gui/armor/reactive_sml" //Path to the icon file used in the gui (uses an inferred path of the empires/materials/vgui/ folder) "Hud Icon" "" //not used "Size" "1" //Slot size, default is always 1 "Type" "0" //Type of Vehicle that can use this armor: 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank, 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery, 11=Command Vehicle "Weight" "20" //The Weight of the Armor "Cost" "20" //The Cost of the Armor, per plate. "Research" "Reactive Armor" //The Research Tree that will unlock this armor. "Health" "120" //The Health of 1 plate of armor. "Regeneration" "0.0" //Regenerative aspect of the armor. "Type" "0" //amount of health this armor regenerates per second. If set to same as bio damage, will nullify bio. "Angle Modifier" "0" //Determines how much angle of impact affects overall damage. 0 for none, 1 for totally based. "Speed To Damage Modifier" "0" //How Speed of weapon affects damage to armor. "Damage Modifier" "1" //Overall modifier of weapon damage. Can be used to affect damage no matter the source. "Damage To Heat Absorbed" "0.04" //percentage of damage received which is added as heat (0.2: damage*0.2=heat added) "Bioweapon Damage Modifier" "1.25" //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval) "Sound Impact" "" //Sound file used for Impact.(not used) "Sound Repair" "" //Sound file used for Repair.(not used) "GeneralPhysicsResist" "0" //Plasma Cannon and Plasma mg "KineticResist" "0" //Railguns, Standard Cannon, Ranged Cannon "ExplosiveResist" "0" //HE Cannon, Grenade Launcher, Upgraded Grenade Launcher "BulletResist" "1" //Standard, 50 cal, Chain mgs. aka Non Armor damaging "APBulletResist" "0.1" //Du and bio mgs. aka Armor Damaging "BulletExplosiveResist" "0.1" //HE mgs. aka Bullets that Explode "MissileResist" "0.5" //Single, Upgraded, Homing, Guided, SalvoHoming, SalvoGuided Missile launchers. aka Generic Missle type of damage "MissileExplosiveResist" "0.4" //Nukes "KineticArtResist" "0" //Ranged arty. aka Kinetic Artillery "ExplosiveArtResist" "0" //Small, Med, HE arty. aka Explosive Artillery "InfantrySeismicResist" "0.95" //Siesmic Grenades "InfantryBulletResist" "1" //Infantry guns "ExtraType1Resist" "0.95" //Building Collisions "InfantryMeleeResist" "1" //Infantry melee "InfantryMineResist" "0.1" //Player Tossed Mines "InfantryMissileResist" "0.3" //Grenadier Missiles "InfantryMortarResist" "0.3" //Grenadier Mortars "InfantryStickyResist" "0.3" //Riflemen Sticky Grenades } "Reflective" //3 { "Name" "Reflective" //name given when selecting weapons "Description" "Reflective armor is able to deflect almost all of a projectile's kinetic energy away from the vehicle so long as the projectile does not hit perfectly perpendicular to the armor plating." //description given when selecting weapons "Icon" "vehicles/gui/armor/reflective_sml" //Path to the icon file used in the gui (uses an inferred path of the empires/materials/vgui/ folder) "Hud Icon" "" //not used "Size" "1" //Slot size, default is always 1 "Type" "0" //Type of Vehicle that can use this armor: 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank, 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery, 11=Command Vehicle "Weight" "15" //The Weight of the Armor "Cost" "15" //The Cost of the Armor, per plate. "Research" "Reflective Armor" //The Research Tree that will unlock this armor. "Health" "70" //The Health of 1 plate of armor. "Regeneration" "0.0" //Regenerative aspect of the armor. "Type" "0" //amount of health this armor regenerates per second. If set to same as bio damage, will nullify bio. "Angle Modifier" "1" //Determines how much angle of impact affects overall damage. 0 for none, 1 for totally based. "Speed To Damage Modifier" "0" //How Speed of weapon affects damage to armor. "Damage Modifier" "1" //Overall modifier of weapon damage. Can be used to affect damage no matter the source. "Damage To Heat Absorbed" "0.025" //percentage of damage received which is added as heat (0.2: damage*0.2=heat added) "Bioweapon Damage Modifier" "1" //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval) "Sound Impact" "" //Sound file used for Impact.(not used) "Sound Repair" "" //Sound file used for Repair.(not used) "GeneralPhysicsResist" "0.05" //Plasma Cannon and Plasma mg "KineticResist" "0.05" //Railguns, Standard Cannon, Ranged Cannon "ExplosiveResist" "0.05" //HE Cannon, Grenade Launcher, Upgraded Grenade Launcher "BulletResist" "1" //Standard, 50 cal, Chain mgs. aka Non Armor damaging "APBulletResist" "0.05" //Du and bio mgs. aka Armor Damaging "BulletExplosiveResist" "0.05" //HE mgs. aka Bullets that Explode "MissileResist" "0.05" //Single, Upgraded, Homing, Guided, SalvoHoming, SalvoGuided Missile launchers. aka Generic Missle type of damage "MissileExplosiveResist" "0.05" //Nukes "KineticArtResist" "0.05" //Ranged arty. aka Kinetic Artillery "ExplosiveArtResist" "0.05" //Small, Med, HE arty. aka Explosive Artillery "InfantrySeismicResist" "0.95" //Siesmic Grenades "InfantryBulletResist" "1" //Infantry guns "ExtraType1Resist" "0.95" //Building Collisions "InfantryMeleeResist" "1" //Infantry melee "InfantryMineResist" "0.05" //Player Tossed Mines "InfantryMissileResist" "0.05" //Grenadier Missiles "InfantryMortarResist" "0.05" //Grenadier Mortars "InfantryStickyResist" "0.05" //Riflemen Sticky Grenades } "Regenerative" //4 { "Name" "Regenerative" //name given when selecting weapons "Description" "Regenerative armor is engineered with living tissue designed to grow calcium carbonate as the protective medium. As it is newly formed, it is malleable enough to find its way into damaged areas where it solidifies and reinforces/replaces material." //description given when selecting weapons "Icon" "vehicles/gui/armor/regen_sml" //Path to the icon file used in the gui (uses an inferred path of the empires/materials/vgui/ folder) "Hud Icon" "" //not used "Size" "1" //Slot size, default is always 1 "Type" "0" //Type of Vehicle that can use this armor: 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank, 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery, 11=Command Vehicle "Weight" "15" //The Weight of the Armor "Cost" "15" //The Cost of the Armor, per plate. "Research" "Regenerative Armor" //The Research Tree that will unlock this armor. "Health" "55" //The Health of 1 plate of armor. "Regeneration" "0.067" //Regenerative aspect of the armor. "Type" "0.75" //amount of health this armor regenerates per second. If set to same as bio damage, will nullify bio. "Angle Modifier" "0" //Determines how much angle of impact affects overall damage. 0 for none, 1 for totally based. "Speed To Damage Modifier" "0" //How Speed of weapon affects damage to armor. "Damage Modifier" "1" //Overall modifier of weapon damage. Can be used to affect damage no matter the source. "Damage To Heat Absorbed" "0.025" //percentage of damage received which is added as heat (0.2: damage*0.2=heat added) "Bioweapon Damage Modifier" "0.75" //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval) "Sound Impact" "" //Sound file used for Impact.(not used) "Sound Repair" "" //Sound file used for Repair.(not used) "GeneralPhysicsResist" "0.05" //Plasma Cannon and Plasma mg "KineticResist" "0.1" //Railguns, Standard Cannon, Ranged Cannon "ExplosiveResist" "-0.2" //HE Cannon, Grenade Launcher, Upgraded Grenade Launcher "BulletResist" "1" //Standard, 50 cal, Chain mgs. aka Non Armor damaging "APBulletResist" "0.1" //Du and bio mgs. aka Armor Damaging "BulletExplosiveResist" "-0.2" //HE mgs. aka Bullets that Explode "MissileResist" "0.1" //Single, Upgraded, Homing, Guided, SalvoHoming, SalvoGuided Missile launchers. aka Generic Missle type of damage "MissileExplosiveResist" "-0.2" //Nukes "KineticArtResist" "0.1" //Ranged arty. aka Kinetic Artillery "ExplosiveArtResist" "-0.2" //Small, Med, HE arty. aka Explosive Artillery "InfantrySeismicResist" "0.95" //Siesmic Grenades "InfantryBulletResist" "1" //Infantry guns "ExtraType1Resist" "0.95" //Building Collisions "InfantryMeleeResist" "1" //Infantry melee "InfantryMineResist" "0.05" //Player Tossed Mines "InfantryMissileResist" "0.05" //Grenadier Missiles "InfantryMortarResist" "0.05" //Grenadier Mortars "InfantryStickyResist" "0.05" //Riflemen Sticky Grenades } "Absorbant" //5 { "Name" "Absorbant" //name given when selecting weapons "Description" "Asborbant armour transfers the energy from taking damage into cooling the engine. It reduces the amount of damage it takes the faster the projectile that impacts it is going." //description given when selecting weapons "Icon" "vehicles/gui/armor/absorbant_sml" //Path to the icon file used in the gui (uses an inferred path of the empires/materials/vgui/ folder) "Hud Icon" "" //not used "Size" "1" //Slot size, default is always 1 "Type" "0" //Type of Vehicle that can use this armor: 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank, 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery, 11=Command Vehicle "Weight" "12" //The Weight of the Armor "Cost" "5" //The Cost of the Armor, per plate. "Research" "Absorbant Armor" //The Research Tree that will unlock this armor. "Health" "65" //The Health of 1 plate of armor. "Regeneration" "0.0" //Regenerative aspect of the armor. "Type" "0" //amount of health this armor regenerates per second. If set to same as bio damage, will nullify bio. "Angle Modifier" "0" //Determines how much angle of impact affects overall damage. 0 for none, 1 for totally based. "Speed To Damage Modifier" "0" //How Speed of weapon affects damage to armor. "Damage Modifier" "1" //Overall modifier of weapon damage. Can be used to affect damage no matter the source. "Damage To Heat Absorbed" "-0.1" //percentage of damage received which is added as heat (0.2: damage*0.2=heat added) "Bioweapon Damage Modifier" "1" //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval) "Sound Impact" "" //Sound file used for Impact.(not used) "Sound Repair" "" //Sound file used for Repair.(not used) "GeneralPhysicsResist" "0.5" //Plasma Cannon and Plasma mg "KineticResist" "0.75" //Railguns, Standard Cannon, Ranged Cannon "ExplosiveResist" "0.1" //HE Cannon, Grenade Launcher, Upgraded Grenade Launcher "BulletResist" "1" //Standard, 50 cal, Chain mgs. aka Non Armor damaging "APBulletResist" "0.5" //Du and bio mgs. aka Armor Damaging "BulletExplosiveResist" "0.125" //HE mgs. aka Bullets that Explode "MissileResist" "-0.2" //Single, Upgraded, Homing, Guided, SalvoHoming, SalvoGuided Missile launchers. aka Generic Missle type of damage "MissileExplosiveResist" "-0.2" //Nukes "KineticArtResist" "0.75" //Ranged arty. aka Kinetic Artillery "ExplosiveArtResist" "0.5" //Small, Med, HE arty. aka Explosive Artillery "InfantrySeismicResist" "0.95" //Siesmic Grenades "InfantryBulletResist" "1" //Infantry guns "ExtraType1Resist" "0.95" //Building Collisions "InfantryMeleeResist" "1" //Infantry melee "InfantryMineResist" "0" //Player Tossed Mines "InfantryMissileResist" "0.2" //Grenadier Missiles "InfantryMortarResist" "0.2" //Grenadier Mortars "InfantryStickyResist" "0.2" //Riflemen Sticky Grenades } "Command Vehicle" //6 { "Commander" "1" "Name" "Titanium 6AL-4V" //name given when selecting weapons "Description" "Military Grade Alloy, designed specifically for Command Vehicles" //description given when selecting weapons "Icon" "vehicles/gui/armor/armor_small" //Path to the icon file used in the gui (uses an inferred path of the empires/materials/vgui/ folder) "Hud Icon" "" //not used "Size" "1" //Slot size, default is always 1 "Type" "11" //Type of Vehicle that can use this armor: 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank, 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery, 11=Command Vehicle "Weight" "10" //The Weight of the Armor "Cost" "40" //The Cost of the Armor, per plate. "Research" "" //The Research Tree that will unlock this armor. "Health" "250" //The Health of 1 plate of armor. "Regeneration" "0.004" //Regenerative aspect of the armor. "Type" "0" //amount of health this armor regenerates per second. If set to same as bio damage, will nullify bio. "Angle Modifier" "0" //Determines how much angle of impact affects overall damage. 0 for none, 1 for totally based. "Speed To Damage Modifier" "0" //How Speed of weapon affects damage to armor. "Damage Modifier" "1" //Overall modifier of weapon damage. Can be used to affect damage no matter the source. "Damage To Heat Absorbed" "0.025" //percentage of damage received which is added as heat (0.2: damage*0.2=heat added) "Bioweapon Damage Modifier" "1" //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval) "Sound Impact" "" //Sound file used for Impact.(not used) "Sound Repair" "" //Sound file used for Repair.(not used) "GeneralPhysicsResist" "0" //Plasma Cannon and Plasma mg "KineticResist" "0" //Railguns, Standard Cannon, Ranged Cannon "ExplosiveResist" "0" //HE Cannon, Grenade Launcher, Upgraded Grenade Launcher "BulletResist" "1" //Standard, 50 cal, Chain mgs. aka Non Armor damaging "APBulletResist" "0" //Du and bio mgs. aka Armor Damaging "BulletExplosiveResist" "0" //HE mgs. aka Bullets that Explode "MissileResist" "0" //Single, Upgraded, Homing, Guided, SalvoHoming, SalvoGuided Missile launchers. aka Generic Missle type of damage "MissileExplosiveResist" "0" //Nukes "KineticArtResist" "0" //Ranged arty. aka Kinetic Artillery "ExplosiveArtResist" "0" //Small, Med, HE arty. aka Explosive Artillery "InfantrySeismicResist" "0.95" //Siesmic Grenades "InfantryBulletResist" "1" //Infantry guns "ExtraType1Resist" "0.95" //Building Collisions "InfantryMeleeResist" "1" //Infantry melee "InfantryMineResist" "0" //Player Tossed Mines "InfantryMissileResist" "0" //Grenadier Missiles "InfantryMortarResist" "0" //Grenadier Mortars "InfantryStickyResist" "0" //Riflemen Sticky Grenades } "plainarmor" //7 { "Name" "Plain Armor" //name given when selecting weapons "Description" "Plain armor offers mild protection from damage." //description given when selecting weapons "Icon" "vehicles/gui/armor/armor_small" //Path to the icon file used in the gui (uses an inferred path of the empires/materials/vgui/ folder) "Hud Icon" "" //not used "Size" "1" //Slot size, default is always 1 "Type" "2" //Type of Vehicle that can use this armor: 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank, 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery, 11=Command Vehicle "Weight" "15" //The Weight of the Armor "Cost" "5" //The Cost of the Armor, per plate. "Research" "" //The Research Tree that will unlock this armor. "Health" "43" //The Health of 1 plate of armor. "Regeneration" "0.0" //Regenerative aspect of the armor. "Type" "0" //amount of health this armor regenerates per second. If set to same as bio damage, will nullify bio. "Angle Modifier" "0" //Determines how much angle of impact affects overall damage. 0 for none, 1 for totally based. "Speed To Damage Modifier" "0.008" //How Speed of weapon affects damage to armor. "Damage Modifier" "1" //Overall modifier of weapon damage. Can be used to affect damage no matter the source. "Damage To Heat Absorbed" "0.025" //percentage of damage received which is added as heat (0.2: damage*0.2=heat added) "Bioweapon Damage Modifier" "1.5" //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval) "Sound Impact" "" //Sound file used for Impact.(not used) "Sound Repair" "" //Sound file used for Repair.(not used) "GeneralPhysicsResist" "0" //Plasma Cannon and Plasma mg "KineticResist" "0" //Railguns, Standard Cannon, Ranged Cannon "ExplosiveResist" "0" //HE Cannon, Grenade Launcher, Upgraded Grenade Launcher "BulletResist" "1" //Standard, 50 cal, Chain mgs. aka Non Armor damaging "APBulletResist" "0" //Du and bio mgs. aka Armor Damaging "BulletExplosiveResist" "0" //HE mgs. aka Bullets that Explode "MissileResist" "0" //Single, Upgraded, Homing, Guided, SalvoHoming, SalvoGuided Missile launchers. aka Generic Missle type of damage "MissileExplosiveResist" "0" //Nukes "KineticArtResist" "0" //Ranged arty. aka Kinetic Artillery "ExplosiveArtResist" "0" //Small, Med, HE arty. aka Explosive Artillery "InfantrySeismicResist" "0.95" //Siesmic Grenades "InfantryBulletResist" "1" //Infantry guns "ExtraType1Resist" "0.95" //Building Collisions "InfantryMeleeResist" "1" //Infantry melee "InfantryMineResist" "0" //Player Tossed Mines "InfantryMissileResist" "0" //Grenadier Missiles "InfantryMortarResist" "0" //Grenadier Mortars "InfantryStickyResist" "0" //Riflemen Sticky Grenades } }
Yea, they use to work. Not sure if currently they still in code, but at the time I was working on scripts for Viper they worked.
All those modifiers are still there in the armor script, except all the resists. The only one not really being used is the damage modifier, because that just multiplies the damage by that amount, meaning it's simpler for everyone to just increase the hp which is exactly what happened to reactive. I've made a suggestion on how to make it actually useful, but that didn't go no where fast. If you mean the resists, well all of them aren't being used so they are simply not put in the armor script, to make it easier to read and maintain i bet. I've had long posts about using that resist system when Spartacus was making rather obtuse armors for what would have been a simple thing for the resists, but I will say the resist system encourages more of a rock paper scissor type of game play and do you really want that? As an additional thought there's even more resists you can use, just plug in anything from the infantry resist script which has all of them I think. It can be useful to anyone thinking of adding in specific custom weapons.
I have been running Empires (smoothly) on a Dell XPS5 with WinXP since it was first released. I infer that Empires 2.7.0 was compiled with VS2013, from the errors trying to launch on Windows XP. Can Empires be recompiled with VS2013 set to Project + Properties, General, Platform Toolset = v120_xp