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I want to suggest to inlcude the UnitID's in the units unit boxes. Also for a fast overview the IDs should be visible in Category:UEF_units and same for Cybran and Aeon. I need them so often, I don't know how much time I have wasted with searching the right units. ;) --Unsigned comment by FatMcK

I'm trying to balance the needs of people who just play Supreme Commander against the needs of mod developers. Players need only a portion of the information in each unit's blueprint...If the unit pages had all of the information, it would just make it harder for players to find what they want. On the other hand, mod developers need complete unit information. So I'm considering this plan:
Individual unit pages will have just the summary information that is there now (with perhaps a few more fields that players may find useful). Each unit page will have a link to a sub-page that has complete information from the blueprint files. Also, to help people searching for a particular unitcode I'll create redirects from the unitcodes to the complete information pages. That way you can just enter the unitcode in the search box to the left and immediately find the unit. Would that help you get the information you need? The first obstacle to all of this is adding all the other blueprint information to my lua script that exports from the blueprint files... that'll take a while. --TaviRider 04:22, 25 April 2007 (UTC)
It is a good point you are mentioning. But for me, when I want to see a unit's data, I want too have the ability too see everything. So the best thing is to have a look into the blueprint. The problem is just to find the right blueprint without an external program (like SupComCP) or a page I have to click through a half dozen links or even more times when I'm looking for several id's. That is why I would prefer an overview of as much units as possible including the UnitID. So from that point of view each unit don't need the id, but at least the overview should. So people that are looking for the id have to open the page, click on units, click on uef, cybran or aeon and see what they are looking for. Or maybe an extra article with unit's descritpion, name and id would be a solution? --Unsigned comment by FatMcK
The last thing you said is what I'm proposing. Aeon T1 Mobile Anti-Air Gun would link to Aeon T1 Mobile Anti-Air Gun/Details, which has complete unit information. Also, UAL0104 would redirect to Aeon T1 Mobile Anti-Air Gun/Details. If the unitcode is the information you look up most frequently, I can add that to the main unit page, Aeon T1 Mobile Anti-Air Gun.
By the way, you should sign your comments on talk pages by putting --~~~~ at the end. That adds a signature, like this: --TaviRider 14:26, 25 April 2007 (UTC)

Cluster bomb damage stat is incorrect Edit

The statistics displayed on the units are wrong.

The Aeon T3 artillary, for example, does 2805 damage, (15*187), not 187 as is listed on the stats.

Whatever script is used to extract the stats does not properly take into account multiple hits/shots etc. --Unsigned comment by 213.120.94.98

Yeah, I'm compiling a list of unit stats that are wrong so I can upgrade the script. I found that the Cybran T1 Mobile Light Artillery is wrong because it uses cluster bombs. The problem is that this information is difficult to extract. It's not in the blueprint but rather in a script that spawns the individual bombs when the cluster pops. I prefer not to do hand extraction, but I haven't figured out a clean alternative yet. It's an exaggeration to say that the unit stats are "all" wrong, just cluster bombs and death nukes have been pointed out so far. If you know of any other specific stats that are incorrect, please let me know. --TaviRider 17:43, 1 May 2007 (UTC)
You're missing:
  • Damage over time weapons
  • Beam weapons
  • Continuous beam weapons
  • Multiple barrel weapons
  • Complex firing cycles like bursts
  • Time quantization (100ms engine tick)
Can use Supreme Comander Units Database as reference --Unsigned comment by 83.14.155.195
Thanks for pointing them out. I'll get more detail on each of those and try to add them to the script. --TaviRider 14:41, 4 May 2007 (UTC)
I've accounted for multiple barrel and DoT weapons. The rate of fire field now includes a multiplier indicating the number of projectiles fired per firing cycle. The damage is multiplied by DoTPulses. Those weapons now match that units database. As far as I can tell, beam weapons are already correct. I verified the Monkeylord and GC... any other beam weapons that I missed? Time quantization sounds like a discussion topic, not something that affects the unit stats. That leaves cluster bombs, which are still a bit trickier. --TaviRider 16:38, 10 May 2007 (UTC)
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