Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Thank you for reporting this. I've fixed the issue. That technology was using the trait description, rather than the upgrade description.
Your mod makes it so assault pen giving tech is renamed to gives +1 ap to everything but thats not what it does.
It's weird that this happens after a while, and not at a specific action, such as hovering over a trait, or executing a certain action/power. That's usually what leads to crashes, especially in particular to mods. Keep in mind exactly what was happening when it crashed, and this will help you identifying where is the issue.
Is anyone else experiencing save file loading issues? Could anyone better experienced at Gladius mods point me where to look?
For example, first error in log is:
ExceptionHandler::unhandledExceptionFilter()
3221225477 EXCEPTION_ACCESS_VIOLATION
public: virtual void __cdecl gladius::world::Weapon::deserialize(class proxy::core::Packet & __ptr64) __ptr64 + 0x0000000000000635 (D:\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\Gladius.exe)
Phantasmagorium is the name of an Accuracy Artifact, that actually never spawns in the game. I've identified an error that was causing its name to be loaded rather than the Accuracy icon. Thank you for pointing this out!
As someone who not really into WH40K, hopefully these tips could help me understand the game more.
In the meantime, I can see the mod works with the new version just the same at least. :)
My intention with the release of the Drukhari DLC is also to modify the new descriptions in my Spanish version, if you want I wouldn't mind taking the opportunity to also modify it in English and send it to you.
I do intend to update it, but I have been extremely busy since the release of the mod and I'm not sure when I'll be able to dedicate the time for it.
I can't predict whether the mod will stop working with the DLC, or if it will use the base descriptions until I update it (I think that's the case), but I'll try to get it up and working as soon as possible. :)
I guess you'll update this when the Drukhari are out right?
That is, vehicles and fortifications only, almost always in the rest of the cases, the Gaussian trait is not going to do absolutely anything.
32*0.05 = 1.6, but the maximum is 1.2.
Precision is applied, 1.2*0.67 = 0.8
Armor is ignored and there was no other damage reduction so it remains to multiply by attacks, 0.8*5 = 4.0.
On the other hand, the normal damage would be:
1.9*0.67(accuracy)*0.25(armor)*5 = 1.6
Applying the greater of the two damages.
The damage from the gauss trait is calculated as follows, it is the maximum HP per entity (max HP divided by the number of entities in the unit) x0.05 up to a maximum of 1.2 damage. This damage is not affected by the damage reduction due to armor, but it affects both accuracy and the rest of the damage reductions (city, forest, etc.). Lastly, this damage is multiplied by attacks. (1/2)
Sorry for not being more helpful, but the programming is not open. Back when I was working on the mod, I thought I had figured it out, but it's been a while and I don't have any notes on it.
It's likely that you are missing some application in your calculations. Either some form of penetration, ignoration of damage reduction, or else. If there is a way for you to share your save, I might be able to take a look at it.
Damage calculations are not very clear in the game. Some traits required a lot of testing.
I am not 100% confident of how the Gauss trait is applied, or when. But, in essence, this is how it is meant to work:
Enemy Maximum HP * 0.05, limited to 1.2 damage.
The Fortress has 32 Max HP, so 32*0.05 = 1.6. It gets reduced to 1.2. This damage is then added to the total, but I don't know at which point in the formula.
It might be added after accuracy, but it might not ignore damage reduction. It might be applied for each weapon used, so that 1.2 would be multiplied by shooters (5). It might be that it even ignores some types of damage reduction, but not all, and it has its own set of restrictions. It might even be added after every other calculation. (1/2)
Anyway, I'm going to give an example of my game to see if I can see how it calculates the damage. A full unit of 5 Necron warriors are firing at a Fortress of Redemption. The values are the following:
HP = 21/32
Armor = 10
Armor penetration = 1
Armor Damage Reduction = 10 - 1 = 9 (75%)
Damage = 1.9
Attacks = 1 (x5) = 5 (Range 2 so rapid fire does not apply)
Accuracy = 8 (67%)
That I have seen there is no other type of damage reduction. According to the game, I deal 4.0 damage to the enemy when attacking. Well, I have tried to calculate it in several ways and I can't get the result to be 4.0.
If the enemy only has 12 HP, it's going to increase the base damage by 60%.
With other weapons I have no problems, but with gauss weapons sometimes it seems that no bonus is applied, other times that the bonus exceeds the 1.2 maximum extra damage that the description says or that the damage I do to the same unit is the same regardless of whether the unit has more or less life. It's very confusing.