Module default values

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th15
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Module default values

Post by th15 »

Here are the default values for modules in the game.

Code: Select all

	Cost	Eng	range	Engregen
AegisDeflector	0	1000	0	3
Thruster	0	0.02	0	0.01
Frosch	450	450	600	1
ImpederDeployer	599	600	100	1
Dieterling	300	300	600	1
Gosling	0	600	1500	1
Teller	0	900	1200	1
Impeder	0	100	450	1
DemeterPod	900	1800	0	1
Gravbeam	0	1000	900	1
Booster	0	600	0	3
PlatformDeployer	1200	2400	500	1
NanoMatrix	0	500	200	0.4
Lancet	500	1000	1000	1
GluonBolter	35	1600	1500	0.75
Deflector	0	1000	0	3
Projector	0.01	2500	0	2

Sorry that the formatting is all shot to hell. Here's the comma delimited version so that you can import it into excel.

Code: Select all

AegisDeflector,0,1000,0,3,
Thruster,0,0.02,0,0.01,
Frosch,450,450,600,1,
ImpederDeployer,599,600,100,1,
Dieterling,300,300,600,1,
Gosling,0,600,1500,1,
Teller,0,900,1200,1,
Impeder,0,100,450,1,
DemeterPod,900,1800,0,1,
Gravbeam,0,1000,900,1,
Booster,0,600,0,3,
PlatformDeployer,1200,2400,500,1,
NanoMatrix,0,500,200,0.40,
Lancet,500,1000,1000,1,
GluonBolter,35,1600,1500,0.75,
Deflector,0,1000,0,3,
Projector,0.01,2500,0,2,
Last edited by th15 on Mon Oct 22, 2007 10:44 am, edited 2 times in total.
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TormakSaber
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Post by TormakSaber »

Thanks! :D

Out of curiosity, was the decision to not use a standard say 1-100 scale an intentional one? It strikes me as odd that the Lancet and the Platform deployer both fire twice on a full energy tank, yet have wildly different values.
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Post by Natch »

Both have a recharge rate of 1, but different energy values, so one recharges faster than another.

That, and the Platform deployer used to be able to fire 3 Platforms, so 1200 makes sense,

Could you also tell us how stuff like Recharge Rate works? Like, if it's one, it recharges 1 energy every frame, etc.
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Post by Arcalane »

:lol:

I'll pretty them up for the modules post in a couple of minutes. Is there anything we should know otherwise - like, are certain module power use values in % or are there any drain/charge notes we should be aware of? What does the recharge rate # represent? Seconds? Frames?
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Post by th15 »

Recharge is amount of energy added per frame. For modules that have them, cost can be the amount of energy drained or it can be the cost to activate. For some modules cost is on a per-effect basis. The Nanomatrix uses that much energy per point of hp it heals, the flux uses that much energy per pixel of the shield's length, the deflector uses that much energy per frame.
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Post by Arcalane »

Cool. Well worth knowing for the modders.

Is the energy drain for impeders the amount of energy per shot slowed per frame?

EDIT: NVM. I see it doesn't have a drain.

I'm looking at these and they seem all shot to hell. I tried to put them into notepad w/ a font that would accept the formatting, but right now all the range values are showing as 0 and almost all cost values are 0 as well, which doesn't make sense for several modules, like the Nanomatrix or Deflector.
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Post by th15 »

Yea, crap, I used a different variable name for the nanomatrix. The values shown are correct, it's just that the module doesn't use them. When I coded the modules I didn't design them to be modified.

The range values are messed though, I'll correct the post.
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Post by Natch »

This should be stickied.
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Post by Water_and_Wind »

There's a sticky on the other board. Weapons and Modules Guide.
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