What changed
0 fixes2 additions2 changes0 removals
addedThis version has a new stat editing module, use the customized featured units to create levels!
changedAfter editing the stats, the changes take effect instantly. The editable attributes of combat units include: HP: Basic HP, the unit will die when it reaches 0 ATK: Basic ATK ATK Range: Unit attack range(units: meters) ATK SPD: Unit attack speed (units: second/time) DEF: Defense rate, final damage value = ATK *(1-DEF) Recovery: HP recovery speed (unit HP/s) Movement SPD: Unit movement speed (units: m/s) Vision Range: A radius of a circle centered on the unit that will automatically attack when an enemy appears within that range (units: meter). Fog Dispersal Range: The radius of a circle centered on the unit, within which no fog will exist Resource Occupied: The resources deducted when the unit was recruited (generally affecting the resources themselves) are returned when the unit dies Resource Used: The resources deducted when the unit was recruited (generally affecting the resources themselves) are returned when the unit dies
added"Building Unit - Combat Stats" and "Building Unit - Functional Stats" are also similarly edited, where "Combat Stats" are removed compared to the combat units, and a barrier value is added. Barrier: buildings are infected when the barrier value is gone (buildings are not infected if the initial barrier value is 0).
changed“Stat functions” include: Construction time: the time required to complete the construction of the building (in hours). Power grid range: range of the power grid brought by the building (in meters). Resource collection range: the collection range of a collection building (in meters). Max. number of buildings that can be built: the maximum number of buildings that can be built, cannot build more buildings once you reach the limit. Pre-research: fill in the research id, the building can only be built after R&D Pre-build: fill in the building id, the building with this id must exist on the map before the building can be built. Upgradeable building: fill in the building id, the building can be upgraded to a building with the corresponding id after it is built. Resource occupied: the resources deducted when the building is constructed (generally affects the resource output), returned after the building is destroyed. Resource consumption: the resources deducted when the building is constructed (generally affects the resource output), returned after the building is destroyed. Construction costs: resources deducted once when constructing a building, generally returned 50% after the building is destroyed. Construction reward: resources granted upon completion of building construction, deducted after building infection/destruction. Power-up bonus: resources granted after building construction is completed and deducted after the building is powered off/infected/destroyed. Collection efficiency: the length of the building's production cycle (in hours). Collection rewards: the resources produced by each production cycle of the building, deducted after the building is powered off/infected/destroyed. List of units hatched after infection: enemy units that appear after the building is infected. Ignore the split matrix skill - [Sandworm Disaster]: This skill will periodically summon sandworms to randomly destroy non-essential buildings in the base, if this option is selected, the building will not be targeted by this skill.
Alien Marauder changes
addedThis version has a new stat editing module, use the customized featured units to create levels!
changedAfter editing the stats, the changes take effect instantly. The editable attributes of combat units include: HP: Basic HP, the unit will die when it reaches 0 ATK: Basic ATK ATK Range: Unit attack range(units: meters) ATK SPD: Unit attack speed (units: second/time) DEF: Defense rate, final damage value = ATK *(1-DEF) Recovery: HP recovery speed (unit HP/s) Movement SPD: Unit movement speed (units: m/s) Vision Range: A radius of a circle centered on the unit that will automatically attack when an enemy appears within that range (units: meter). Fog Dispersal Range: The radius of a circle centered on the unit, within which no fog will exist Resource Occupied: The resources deducted when the unit was recruited (generally affecting the resources themselves) are returned when the unit dies Resource Used: The resources deducted when the unit was recruited (generally affecting the resources themselves) are returned when the unit dies
added"Building Unit - Combat Stats" and "Building Unit - Functional Stats" are also similarly edited, where "Combat Stats" are removed compared to the combat units, and a barrier value is added. Barrier: buildings are infected when the barrier value is gone (buildings are not infected if the initial barrier value is 0).
changed“Stat functions” include: Construction time: the time required to complete the construction of the building (in hours). Power grid range: range of the power grid brought by the building (in meters). Resource collection range: the collection range of a collection building (in meters). Max. number of buildings that can be built: the maximum number of buildings that can be built, cannot build more buildings once you reach the limit. Pre-research: fill in the research id, the building can only be built after R&D Pre-build: fill in the building id, the building with this id must exist on the map before the building can be built. Upgradeable building: fill in the building id, the building can be upgraded to a building with the corresponding id after it is built. Resource occupied: the resources deducted when the building is constructed (generally affects the resource output), returned after the building is destroyed. Resource consumption: the resources deducted when the building is constructed (generally affects the resource output), returned after the building is destroyed. Construction costs: resources deducted once when constructing a building, generally returned 50% after the building is destroyed. Construction reward: resources granted upon completion of building construction, deducted after building infection/destruction. Power-up bonus: resources granted after building construction is completed and deducted after the building is powered off/infected/destroyed. Collection efficiency: the length of the building's production cycle (in hours). Collection rewards: the resources produced by each production cycle of the building, deducted after the building is powered off/infected/destroyed. List of units hatched after infection: enemy units that appear after the building is infected. Ignore the split matrix skill - [Sandworm Disaster]: This skill will periodically summon sandworms to randomly destroy non-essential buildings in the base, if this option is selected, the building will not be targeted by this skill.
This version has a new stat editing module, use the customized featured units to create levels!
Go to the [Edit Attributes] tab
Select the content to be edited, including "Combat Units - Combat Stats" "Construction Units - Combat Stats" and "Construction Units - Functional Stats”
Select "Combat Units - Combat Stats" to edit the Stats of all combat units. The data list on the left side contains all editable units, select a unit to edit;
After editing the stats, the changes take effect instantly. The editable attributes of combat units include: HP: Basic HP, the unit will die when it reaches 0 ATK: Basic ATK ATK Range: Unit attack range(units: meters)
ATK SPD
Unit attack speed (units: second/time)
DEF
Defense rate, final damage value = ATK *(1-DEF)
Recovery
HP recovery speed (unit HP/s)
Movement SPD
Unit movement speed (units: m/s)
Vision Range
A radius of a circle centered on the unit that will automatically attack when an enemy appears within that range (units: meter).
Fog Dispersal Range
The radius of a circle centered on the unit, within which no fog will exist Resource Occupied: The resources deducted when the unit was recruited (generally affecting the resources themselves) are returned when the unit dies Resource Used: The resources deducted when the unit was recruited (generally affecting the resources themselves) are returned when the unit dies
"Building Unit - Combat Stats" and "Building Unit - Functional Stats" are also similarly edited, where "Combat Stats" are removed compared to the combat units, and a barrier value is added. Barrier: buildings are infected when the barrier value is gone (buildings are not infected if the initial barrier value is 0).
“Stat functions” include: Construction time: the time required to complete the construction of the building (in hours).
Power grid range
range of the power grid brought by the building (in meters).
Resource collection range
the collection range of a collection building (in meters). Max. number of buildings that can be built: the maximum number of buildings that can be built, cannot build more buildings once you reach the limit.
Pre-research
fill in the research id, the building can only be built after R&D Pre-build: fill in the building id, the building with this id must exist on the map before the building can be built.
Upgradeable building
fill in the building id, the building can be upgraded to a building with the corresponding id after it is built.
Resource occupied
the resources deducted when the building is constructed (generally affects the resource output), returned after the building is destroyed.
Resource consumption
the resources deducted when the building is constructed (generally affects the resource output), returned after the building is destroyed.
Construction costs
resources deducted once when constructing a building, generally returned 50% after the building is destroyed.
Construction reward
resources granted upon completion of building construction, deducted after building infection/destruction.
Power-up bonus
resources granted after building construction is completed and deducted after the building is powered off/infected/destroyed.
Collection efficiency
the length of the building's production cycle (in hours).
Collection rewards
the resources produced by each production cycle of the building, deducted after the building is powered off/infected/destroyed.
List of units hatched after infection
enemy units that appear after the building is infected. Ignore the split matrix skill - [Sandworm Disaster]: This skill will periodically summon sandworms to randomly destroy non-essential buildings in the base, if this option is selected, the building will not be targeted by this skill.