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A few days ago, I was testing penetration variance and it seems that it's penetration + a random number up to [(penetration/3)+1].

With pen 80, at 106 armour it was about 10% kill, at 107 it was about 5% kill and at 108 impenetrable.

With pen 90, at 120 armour it was about 10% kill, at 121 it was about 5% kill and at 122 impenetrable.
Post edited August 20, 2015 by Perturabo.235
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Perturabo.235: A few days ago, I was testing penetration variance and it seems that it's penetration + a random number up to [(penetration/3)+1].

With pen 80, at 106 armour it was about 10% kill, at 107 it was about 5% kill and at 108 impenetrable.

With pen 90, at 120 armour it was about 10% kill, at 121 it was about 5% kill and at 122 impenetrable.
Thanks for testing! Interesting results. Variance is lower than I was starting to suspect. One interesting note is that this means most tanks frontal armor is just barely immune to bolter/lasgun fire; (40+(40/3)+1) comes to 54.3 and most tanks weak point is 55--I doubt this is an accident.

That also means that those armors of 95 instead of 90 don't just raise the in-game number with no real effect, which is nice to know. I do still think the armor values in-game are rather misleading.
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Daren: That also means that those armors of 95 instead of 90 don't just raise the in-game number with no real effect, which is nice to know. I do still think the armor values in-game are rather misleading.
True. I don't know why they didn't display the values for all vehicle parts.

BTW. it's a shame it's impossible to make multi-hp non-super heavies.
Done some more testing.

Weapons will always pierce an armour of 80% of pen or less.


It's possible to make multi-HP non-super-heavies to get damage more like in the 28mm game.

One needs to copy the critical hits table but not the numbers below it as they set up foot print of a unit.
Flag of 0x50 needs to be replaced with 0x160 (100 is has critical hits, 60 is for super-heavy vehicle which enables multiple hits, shields, etc.)
Ehh..
Could You please explain how did You manage to extract anything containing an image?

And please, write slowly, for I need to understand too
Hi to all. Tooks me two weeks to figure out many things, and I've managed to do the following things:

I've made a tga that compiles to .CEL page
- the problem is that I still need to be able to create new SETxxxx.file to use the new .cel page as a graphic source
for an unit.

I made new units with new stats etc but existing sprites. and got them to work in game,
only the Icon thingies in the codex and company card build screen isn't working how I wanted,
I always get a rough rider icon for everything.

So here's a question for you all: Does anyone understand how the SET files work, and how could
one possibly compile all the new sets within the SET.MUK file.

And if You read this all the way here; The .CEL file isn't a file at all that You could view or read in anyway,
think of it as more like a library has some of the orders for the engine.
*for example I'm describing the space marine tga*
The CEL has the following info:
- The tga image, consisting 180 images of a space marine doing various things, drawn in their own boxes
- how big portion of the image is one cell (one portray of the unit), ie: how many pixels wide and how many pixels tall
- how many cells are there on the tga image, ie: Space marine tga template has 180
- and where on the cell is x-, y- and z-axis zero points. basically a "x" on the image to tell the engine where the unit is.

I think when the game is drawing an unit, it calls up the SET file for the unit, and the SET file then calls up for the graphics
in other words: It seems that how the game pulls a graphic (animated sprite) to represent a certain unit is written in the
SET file, not the .CEL

So here's a question for you all: Does anyone understand how the SET files work, how to make a SET file and how could
one possibly compile all the new sets within the SET.MUK file.
Post edited May 27, 2018 by Muotinen
Alright. Seems that I'm the only one reading/writing on this, so I'll just continue.

I can make SET files now, and unpack them as .txt files.

Still need to figure out where to get MAKESET compiles or otherwise compile the txt.files back to .bin, and
last compile all the set files back to SET.MUK

I am interested in any help.
I can't help unfortunately, but I think what you are doing is amazing. Later in the year I may be able to do some play testing. I'm still getting into the game, but being able to have more factions one day..

For the Emperor!!
Well.
I did some detective work and polite asking, and got a hold of Ken Lightners e-mail, and
actually just asked him for help, but frankly it's been a good 20 years, so I really didn't expect even as much
as I got.
He didn't have the tools to be handed, but gave the hint, if I understood correctly, that they
published all the neccessary tools back in 98. That would include a MAKESET tool.
Let's just hope that someone has kept a copy of it.

Also, I figured out how to make set****.bin file, and how to extract actionfile sequences in readable mode.

The trick is now to make a set****.bin file with the action files actually in it, in correct code and in correct order.

wheez.
Final conclusion:

Unless someone has a copy of a certain tool, MAKESET,
this will be an utter dead end.
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Muotinen: Final conclusion:

Unless someone has a copy of a certain tool, MAKESET,
this will be an utter dead end.
I have MAKESET and the ".cel" files, the tools available on the Yahoo group.
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Muotinen: Final conclusion:

Unless someone has a copy of a certain tool, MAKESET,
this will be an utter dead end.
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RedSarge: I have MAKESET and the ".cel" files, the tools available on the Yahoo group.
Upload it somewhere and post the link!
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RedSarge: I have MAKESET and the ".cel" files, the tools available on the Yahoo group.
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Tarm: Upload it somewhere and post the link!
Ok, these are all available in the Yahoo group files. I use megaupload because I'm old and don't know what else to use these days, lol! Maybe... hmm what did we used to use?
[html]https://megaupload.nz/P1n2M2o1b1/FLIB_TOOLS_2018_rar[/html]


If you can figure out how to edit the .CEL files and make new graphics I will be amazed! It's not working for me, so I just make new units.
Post edited December 27, 2018 by RedSarge