Author Topic: MWLL Weapons/Vehicle Stats + Armor Values  (Read 7184 times)

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Offline Spooky

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #30 on: November 10, 2016, 03:03:19 PM »
Ah, woops :)

Offline cest73

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #31 on: November 15, 2016, 01:47:01 PM »
The best ever community support page:
http://stats.spikx.net/mwll.html
just got better
Spooky thanks a zillion from the whole community!
(i Really like the GeoIP added lately  ;D )
and the ever useful stats page:
http://stats.spikx.net/mwll/stats.html
will be certainly the most useful visited page ever  ::)

Offline cest73

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #32 on: February 19, 2017, 06:57:27 PM »
Any chance we get the actual 0.8.2 stats?
Are there any significant discrepancies 0.8.0 --> 0.8.2?

Offline Spooky

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #33 on: February 20, 2017, 09:49:35 AM »
Are there any significant discrepancies 0.8.0 --> 0.8.2?

There are a few. See http://clanjadewolf.net/mwll/changelog.txt

I didn't run the python script myself yet - also because some of its calculations seem to be wrong.

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #34 on: February 20, 2017, 10:21:19 AM »
Are there any significant discrepancies 0.8.0 --> 0.8.2?

There are a few. See http://clanjadewolf.net/mwll/changelog.txt

I didn't run the python script myself yet - also because some of its calculations seem to be wrong.
Where can one get this script?

Offline Spooky

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #35 on: February 20, 2017, 10:24:51 AM »
It's in the archive files :) (subfolder "scripts")

Offline cest73

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #36 on: February 20, 2017, 10:41:58 AM »
I ask, because I visit the stats page quite often (or even more than that), and I did wonder...  ::)

so all in all:
Quote
- SparrowHawk D now has 2 ERLL
- Corsair E now has 2 ERPPCs and 2 MLs instead of Gauss + ERLL
- Sulla I now has ERPPC + Gauss instead of LBX5 + Gauss
- Hawkmoth has been moved to Tier 2
- Donar A has 2 less heatsinks and 2 more tons of armor

- Vulture A SSRM2->SRM2 + 2 free tons.
- Osiris C changed to  1 PPC | 2 SXPL | 1 SRM6; I-JJ | 3 DHS
- Solitaire C changed to  1 ATM3 [HE] | 1 LBX2 | 4 Flamer; MASC | 2 DHS
- Bushwacker F changed to  1 ERLL | 2 ERML | 2 ERSL | 2 LRM10; 1 LAMS | 6 DHS
- Reenabled camera pitch on Longtom to a limited degree (max 15 degrees).
- Raven G - 1 RAC2, -1 Mgun, -1 Freeton -> +1 PPC, +BAP, + .5 T armor
- Raven A - 2MPXL, 2MBL, BAP, 1 T armor->+2 LPL(experiment)
- Raven B - -1 AC10, -ACEM, -TAG-> +1 UAC10 +GECM
- Owens G 2 LL-> 1 ERLL+ 1 LL
- Chevalier B UAC2, Free ton-> ERLL + 2 HS
- Warhammer C 2 SSRM6 -> 2 SSRM4 + 2 Free tons
- Harasser A BAP -> GECM
not quite few?

Offline Spooky

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #37 on: February 20, 2017, 11:16:35 AM »
Plus:
Quote
      - RAC2 nerfs rolled back a bit. Overheat time back to 6 seconds, spinup time to 550 from 700 (was 400 in 0.7), max spread reduced to the midpoint between 0.7.0 and 0.8.0.

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #38 on: February 20, 2017, 05:24:48 PM »
It's in the archive files :) (subfolder "scripts")
Thanks!

Offline cest73

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #39 on: April 10, 2017, 12:09:34 PM »
Any chance anyone update this to current or upcoming release(s)?

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #40 on: May 11, 2017, 11:06:19 AM »
NOTE: we're falling ever more behind:
0.8.3 is in the grind  :o

Offline cest73

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #41 on: May 12, 2017, 03:18:32 PM »
Are there any significant discrepancies 0.8.0 --> 0.8.2?

There are a few. See http://clanjadewolf.net/mwll/changelog.txt

I didn't run the python script myself yet - also because some of its calculations seem to be wrong.

@Spooky, which one calculations where found wrong?

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #42 on: May 12, 2017, 04:04:35 PM »
I think I found some DPS calculations to be wrong.

Offline Az

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #43 on: May 25, 2017, 09:50:54 AM »
I think I found some DPS calculations to be wrong.

I can't do anything about that, but I've noticed another issue I can help with. Some variants are listed which weren't actually in the game.

To be available in-game, an asset/variant has to be:
1. defined in the XMLs, of course;
2. listed in one of MechLists.lua's gm.*List tables, which links XML definitions to a number of parameters;
3. listed in one of the g_*List[CL|IS] tables, which dictate what assets a base can build (fudged a little, that's why the Catapult is listed under medium mechs and the Ares as a hovercraft).

There's always been stray variants and work-in-progress assets left in the XMLs. In Wandering Samurai's releases however, the MechLists.lua lists were always internally consistent. Since 0.8.0, some variants appear in the main gm.*List tables that are not buyable anywhere. This requires a second round of pruning. It looks like this script doesn't perform the first one either, as I see a few empty Karnov variants listed.

If anyone feels like updating the script, I can share the regular expressions I used to parse MechLists.lua. They're quite hairy but haven't failed me yet.

Offline cest73

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Re: MWLL Weapons/Vehicle Stats + Armor Values
« Reply #44 on: May 28, 2017, 07:36:11 PM »
I've been busy ("freeriding"'8)
here attachments:
@Spooky, do You hear me buddy?  ;D
the new Air_Gausses gave some resistance, bit now they're tamed ::)...

NOTE: it's unaltered outputs, only AIR_Gauss type weapons are added to checkout on weapons.csv
« Last Edit: May 29, 2017, 12:48:21 AM by cest73 »