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A Zero-K unit guide

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10 years ago
Hi all!
A few things recently crossed my mind:

1. The specific unit guides, static unit guides etc... quite detailed, but difficult to navigate. Also, some newer units like the Redback are not in there.

2. I have lots of fun building mini-apps with Angular-js. I wanted a bit more practise doing something meaty, and data driven.

Put them together, what do I get?

Something like this:

http://zerok.appsynergy.net/

https://github.com/AppSynergy/zero-k-unit-guide

Does anyone think that's remotely useful? ;)
+10 / -0
Skasi
quote:
Put them together, what do I get?

I can offer you a "Zhomngk!" and some <33 ice cream.

Maybe non-speed, non-range bars should be shown as per-cost. Right now Glaive's DPS bar is tiny even though Glaive is aaaall about DPS. Also some bars appear broken, eg shieldbots are missing DPS and range bars.
+1 / -0
10 years ago
I found it very tempting to keep on listing / calculating derived stats all day... Maybe I'll add a show/hide stat thingy? I wonder what the X "most useful" stats really are?

Bars are quite naive at the mo = percentage of largest number in my factory.
Perhaps a logarithmic scale will work better?

Shieldbots - I blame Aspis. Or something... someone in that factory is breaking the maths...

Oh wait... Punisher and Trisula are in Shieldbot factory?
Ok, I should really build this tool in a separate directory to the place I'm playing "hack in the hidden old units"...
+0 / -0
Skasi
10 years ago
Oh, in the Spring engine shields are considered weapons. Maybe that's why?

quote:
Bars are quite naive at the mo = percentage of largest number in my factory.
Perhaps a logarithmic scale will work better?

Logarithmic sounds good. Still, some stats should be per-cost just to give an idea whether a unit is considered a raider (high dps per cost) or an assault (high hp per cost), etc.
+0 / -0
Loving it, now we just need some updates to the guides and make it so everyone can find your work. Also, beware units like the blastwing actually do damage, but they don't have any displayed in your varient (I particularly like the first one, very polished).

EDIT: It also appears as though some units (such as the punisher, found in the shield lab) don't actually exist ingame.
+0 / -0
Yeah, I'm lol-ing re: Punisher and friends.
Go back to the unit graveyard, you forgotten units!

And ah yes - shields are weapons - they do have damage, but not reload time, and that's borking the math on the shield fac. Thanks, Skasi!
+0 / -0
There are also some inaccuracies regarding other units.

Reaper should have 2x its shows DPS due to firing 2 shells at a time. Panther has its EMP damage and DPS shown, not actual damage and DPS. Glaive has unbeliavably low DPS shown (38). I guess there are more of such examples.

Overall a very nice job though.
+0 / -0
Updated with some easy stuff:
* Shields don't pretend to be weapons
* Strange hovercraft units sent back to Valhalla
* Damage is now multiplied by burst (forgot that, thanks Lauri!)

Known issues:
* Units with multiple weapons, or multiple damage types not necessarily showing the most sensible values (though probably fixable with suitable heuristics!)
* Tick, Roach, Blastwing etc. have no idea where to get damage values from...

Any other glaring errors/miscalculations anyone can spot?
+0 / -0


10 years ago
There are no excuses to not replace the current zk unit guide with this.

At least, i fail to see any :P

I'll check out github tomorrow to see how it could be dragged over into zkinfo proper.
+0 / -0
Skasi
10 years ago
Death explosions are here. Tick, Roach, Blastwing and Skuttle use these. Though Blastwing gets a lot of its damage from debris, not sure how to calculate damage for that.
+0 / -0
> replace the current zk unit guide

Come on, really? Don't be a hater. That page is nice but the unitguide still shows a ton of info that's not there. Full on replacement now is not good.

The "static" unit guide (no idea why zkinfo calls it that) is automatically generated from the repo. It doesn't have redbacks because it's supposed to be triggered on every stable but that trigger broke. I could run it at any time to update but am instead hoping that whoever is responsible for the trigger can fix it instead.
+1 / -0
10 years ago
> replace the current zk unit guide

Which one, anyway?
http://zero-k.info/Wiki/SpecificUnitGuides this?
http://zero-k.info/Static/UnitGuide or this?

But no, I never intended to render someone else's work obsolete. I was really just playing with my toys, but was so surprised at how successful it was that I had to share! (did I mention that angular-js is bad-ass?)

PS: I see the Static guide can't work out how to do record exploding unit damage either... except the Puppy. Note to self: browse unit scripts for Puppy. It must be a work of art, that's such a strange unit...

With stuff like this, I figure you end up with 50% of the code dealing with the 5% of units that don't "behave"...
+0 / -0


10 years ago
quote:
Come on, really? Don't be a hater. That page is nice but the unitguide still shows a ton of info that's not there. Full on replacement now is not good.

It looks prettier and, with the infrastructure disruptions, is just as reliable.

Plus, not being written on dotnetmvc stuff, it probably can tolerate hash links without getting in an infinite loop.

Though... how do i trigger a regeneration for the "static" unitguide?
+0 / -0
10 years ago
Yeah, I'd like to see how the "static" unitguide rebuilds itself, I'm sure we must be using some of the same logic (or else I've totally re-invented the wheel, doh).

dotnetmvc? ¯\_(ツ)_/¯ I have a Microsoft allergy - I have a note from my doctor and everything (written in LaTeX)
+2 / -0
I think the actual code is here.

It uses Lua (wow) and lives on the linux box.

That also means porting any other unitguide into zkinfo will reawaken the dreaded hashlink bug.
+0 / -0
10 years ago
Ah thanks, I was looking in other/ZeroK.info...

Ok, I'm baited... what's the hashlink bug?
+0 / -0
html-anchor. click something on the page and focus is shifted there. infinite page reload of the page follows. nobody knows why.

linking to the most useless/underused unit in the guide:
http://zero-k.info/Static/UnitGuide#unit-Quake

edit:proof of concept failed. has this been fixed? what am i doing wrong?
+0 / -0
> how do i trigger a regeneration for the "static" unitguide?

So.. it looks like you execute:
unitguide/test_update.sh

and then, if you don't get completely hosed by errors:
unitguide/update.sh


> infinite page reload of the page follows. nobody knows why.

That sounds... delicious.
+0 / -0
Skasi
Errr EErankAdminAnarchid, DErankAdminmojjj, that bug was fixed some weeks ago.
+2 / -0
Woah you're right Skasi! Wohoo!

Good riddance.
+0 / -0
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