;edit; a total of
eight discrepancies listed in this reply. note that all endless loot mentions were of the standard CE versions. if there is more starting power than needed, it might make sense for infinite, where the costs are high but I don't know about any of that.
I noticed something about Endless Loot while making a player ships (weapons) roulette for it:
in regular CE, the drone power is 2, whereas in Endless Loot (standard CE at least, but I figure the same for CE Infinite) the drone power is 3:
(although I'm still wondering why weapons power is 3 in both versions, as the heavy ion II is only 2 power
)
regular CE
Endless Loot
##############################################################################found a similar discrepancy except with regards to
weapon power, on the Zoltan A:
regular CE
Endless Loot
##############################################################################found another discrepancy: stealth C, 3 vs 4 drone power
regular CE
Endless Loot
##############################################################################noticed something else. it looks something's wrong when creating the Active prefix for defense drones:
Code: Select all
<droneBlueprint name="DE_DRONE_DEFENSE_LIGHT_2_ACTIVE">
<type>DEFENSE</type>
<tip>tip_defense</tip>
<level>1</level>
<title>Active Light Defense Mk II</title>
<short>ACT L.Defense II</short>
<desc>Fast defense drone that reliably shoots down incoming missiles, mines, and asteroids with high-velocity light lasers. Reloads in 0.6 second. Active: reload time x0.85</desc>
<power>2</power>
<cooldown>450</cooldown>
<!-- Shooting cooldown for shooting at asteroids/missiles, in ms -->
<dodge>1</dodge>
<speed>10</speed>
<!-- Superficial change.. just makes it fly faster -->
<cost>66</cost>
<bp>2</bp>
<droneImage>high_tech_de_drone_defense_light_2</droneImage>
<weaponBlueprint>DE_DRONE_LASER_LIGHT_DEFENSE</weaponBlueprint>
<rarity>3</rarity>
</droneBlueprint>
the cooldown in this case should be 510, not 450 (600 ms * 0.85 = 510 ms, whereas 600 *
0.75 = 450 ms)
oh and I would check the dropbox thing,
except it's giving a 404 error: this is probably due to that recent change to dropbox that's making everybody need to reupload their downloads.
##############################################################################I found something else. I don't know if this is intentional, but it looks like the LIGHT prefix doesn't work correctly for mine weapons. isn't it supposed to make the overall damage less by 1? the system and crew damage changes are just to balance the mine out, so it should instead look like:
2 hull damage, -2 system damage, -2 crew damage.
unless I'm thinking about the prefix incorrectly, but that seems like what Light means.
Code: Select all
<weaponBlueprint name="BA_MINES_TECH_LIGHT">
<type>LASER</type>
<flavorType>Tech Mines</flavorType>
<tip>ce_tip_mines_tech</tip>
<title>Light Baal Minelauncher</title>
<short>l Baal</short>
<desc>Drops a cloaked tech-mine that homes in on the enemy ship and detonates in close proximity. Can only deal hull damage. Light: damage -1; cooldown x0.9</desc>
<tooltip>Lays 1 mine; deals 3 damage to hull; pierces all shields; evades lvl 1 defense drones. Light: damage -1; cooldown x0.9</tooltip>
<damage>2</damage>
<sysDamage>-3</sysDamage>
<persDamage>-3</persDamage>
<missiles>1</missiles>
<shots>1</shots>
<sp>5</sp>
<speed>9</speed>
<cooldown>13</cooldown>
<power>2</power>
<cost>24</cost>
<bp>6</bp>
<rarity>5</rarity>
<image>ba_mine_tech</image>
<explosion>explosion_random</explosion>
<launchSounds>
<sound>mine_cloak</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_minelauncher_tech_slight_desat</weaponArt>
</weaponBlueprint>
also maybe the same goes for other prefixes, like Alpha? since it's a mine, the system/crew damage should only change by prefix if the prefix is the one changing it i.e. explicitly says system/crew damage increased/decreased
##############################################################################I've been wondering for a while the Lanius B in endless loot only has one flak instead of two, thinking for the longest time it should only have one:
looking at the code, it shows there should be two:
Code: Select all
<shipBlueprint name="PLAYER_SHIP_ANAEROBIC_2" layout="anaerobic_cruiser_2" img="anaerobic_cruiser_2">
<class>Lanius Cruiser</class>
<name>The Shrike</name>
<unlock>Complete 2/3 of the Lanius Cruiser Achievements to unlock this ship.</unlock>
<desc>The racial ability of the Lanius make them fearsome combatants in small quarters. Combine that with a Mind Control system and this ship is a force to be reckoned with.</desc>
<systemList>
...
</systemList>
<weaponSlots>4</weaponSlots>
<droneSlots>2</droneSlots>
<weaponList count="1" missiles="0">
<weapon name="BA_SHOTGUN_SMALL_TIGHTSPREAD_FLAK" />
<weapon name="BA_SHOTGUN_SMALL_WIDESPREAD_FLAK" />
</weaponList>
<droneList drones="0" />
<health amount="30" />
<maxPower amount="8" />
<crewCount amount="1" class="ghost" />
<crewCount amount="2" class="anaerobic" />
<aug name="O2_MASKS" />
<shieldImage>anaerobic_cruiser</shieldImage>
<cloakImage>anaerobic_cruiser</cloakImage>
</shipBlueprint>
unlike with the Engi C, that weapon exists. the problem is that the count attribute of the weaponList is set to 1, instead of 2, so only one weapon is loaded:
Code: Select all
<weaponList count="1" missiles="0">
<weapon name="BA_SHOTGUN_SMALL_TIGHTSPREAD_FLAK" />
<weapon name="BA_SHOTGUN_SMALL_WIDESPREAD_FLAK" />
</weaponList>
##############################################################################I'm a little confused with the safe prefix. now, in the files there are two tags, _SAFE and _SAFE_NONLEATHAL
it looks like in this case the latter should be used but isn't, resulting in this weapon being exactly the same as the regular Basic Laser II, as its persDamage tag's value is set to 0 instead of -1...
Code: Select all
<weaponBlueprint name="BA_LASER_BURST_1_2_SAFE">
<type>LASER</type>
<tip>tip_laser</tip>
<title>Safe Basic Laser II</title>
<short>saf Basic Laser II</short>
<desc>Simple military laser. Safe: crew damage -1</desc>
<tooltip>One shot, one damage per shot. Safe: crew damage -1</tooltip>
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>1</fireChance>
<cooldown>8</cooldown>
<power>1</power>
<cost>18</cost>
<bp>2</bp>
<rarity>1</rarity>
<image>laser_light2_slight_desat</image>
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ba_laser_burst_1_2_slight_desat</weaponArt>
<persDamage>0</persDamage>
<color><r>255</r>
<g>50</g>
<b>50</b>
</color>
</weaponBlueprint>
##############################################################################this weapon's title/short/description has always been bothering me. it says Calibrated in the the name attribute and in the short tag, but reads Intense in its title and description. so is it calibrated or intense??
Code: Select all
weaponBlueprint name="BA_BEAM_BATON_CALIBRATED_BEAM">
<type>BEAM</type>
<title>Intense Baton Beam</title>
<short>CA Baton Beam</short>
<desc>Modified particle beam that incapacitates ships and crew. Often used by law enforcement units. Intense: stun time x1.25</desc>
<tooltip>Beam weapon; deals 1 damage to system; injures crew and stuns for 5 seconds. Intense: stun time x1.25</tooltip>
<damage>0</damage>
<stun>6</stun>
<sysDamage>1</sysDamage>
<persDamage>1</persDamage>
<sp>0</sp>
<speed>3</speed>
<cooldown>12</cooldown>
<color>
<r>231</r>
<g>237</g>
<b>133</b>
</color>
<power>1</power>
<cost>36</cost>
<bp>3</bp>
<rarity>3</rarity>
<length>25</length>
<image>beam_contact</image>
<launchSounds>
<sound>beam1</sound>
</launchSounds>
<weaponArt>ba_beam_baton_high_tech_2</weaponArt>
</weaponBlueprint>