Loading...
  OR  Zero-K Name:    Password:   

THE HERMIT MANUAL V1.0.0

7 posts, 197 views
Post comment
Filter:    Player:  
sort
39 hours ago
Rejoice, for it is here.

https://docs.google.com/document/d/1LUWuvbUI51TAH2_E1s7B2QY-xF8F01gYoFXttnDpJg4/edit?usp=sharing

Will be updated periodically for the next little bit as new stuff is found.

+6 / -0
38 hours ago
peak
+0 / -0
36 hours ago
can you format it for the forum please so we can read and respond to it here?
+2 / -0
i will remove this (copy paste) when JPrankQrow posts it
do not upvote this post! upvote the original guide post at the top as this is just a copy of JPrankQrow 's work

[Spoiler]
+1 / -0

9 hours ago
My notes:

Collision damage:
There's a lot of numbers and function references and raw formula/code interspersed in the collision damage part of the pre-intro, this could be reduced so that readers don't have to mentally note that '-3' is the 'weapon' of collision between units and '-2' is the 'weapon' of collision with ground. Even when the magic numbers are refereed to as what the in-code variable constant name is like UNIT_UNIT_SPEED, this would be more understandable to a reader as "moving the range of a commander's laser in X.X seconds. This might be 1.8 seconds per commander laser radius. Further contextualizing this with what unit mass is (some form of cost / hp I think?) and using recon and guardian commanders as a baseline of a hermit moving at 5.5 vs 11 speed could help me have any idea what the collision damage is trying to convey. I would pick units like the commanders level 0 because they have the same metal value, but different hp values, thus having different weights, which is a key factor in the equation, to start building an understanding and a personal heuristic of how fast something is moving into how much damage it will deal. Cause I have 0 heuristic for this. I do have a heuristic for how things slide after being thrown by the hours I've played the game, so knowing exact friction coefficients matters less to me than my personal heuristic.

Oh, another note about collision, launching, physics: Gravity is map dependant. Add a reminder to the hotkey that you can press to see the gravity of the map. Your newton configuration will need adjustment based on the map's gravity. The average gravity is 100, and you'll frequently see maps, especially when we talk about older maps, in the range of 80 - 130 map gravity, but I don't often need to memorize what gravity is on what map cause mostly I play assuming that units stick to the ground, and all cannon weapons override map gravity anyway.

Build order/ Early game strategy:
missed opportunity for you to say "Execute Order 66". This could be a point to tell players about individual unit states, and how you can set unit states on completion. Instead of having to set your factory to 66% retreat, you could do any of the following:
  • Set your spiderfactory to autoplop at 66% retreat order and have fleas override the factory default retreat state with no retreat state
  • Set hermit's default unit state to override the factory inherited state, just set it to 66% all the time
I would link to the wiki but that seems to be down atm.

Physicsing tech:
There should be a section that lays out exactly what's going on here. If my guess is correct, you're saying that if a map is flat, you can launch hermits really really fast and low to the ground, and when they impact the ground at a very low angle they don't crater but rather skip for minimal damage or skid to a stop for almost no damage, and you are encouraging players to experiment with a rapid-mobility one-way setup. This sounds much more fun than sneaking an Athena in the backlines to build a djinn on Comet Catcher. I wish this was more apparent in the text.
+1 / -0

9 hours ago
How do I check map gravity?
+0 / -0

8 hours ago
Right, checking map gravity is
  • Ctrl+I
I may have very ancient hotkeys, so if that doesn't work you can navigate the ingame settings menu at

INGAME MENU > Hotkeys/Misc > Game Info

The current versions of red comet and Comet Catcher have 100 gravity, but the good old classic tiny DarkSide Remake https://zero-k.info/Maps/Detail/7291 has a map gravity of 65. This means that a ground targeted Ripper shot is very likely to launch a bandit very far on DarkSide Remake, maybe 3x as far as it may be launched on standard gravity. I have a feeling all the BAR remade maps have a unified 100 gravity.

Duck has 65 gravity. Duck is fun. 2014 Archer was OP on duck.
+3 / -0