Ashes of the Singularity: Escalation

Ashes of the Singularity: Escalation

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modding guide for ashes of the singularity
By drivver44
this is a walk through all of the CSV file to explain how all notable feature and columns work


   
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Pathfinding(SteeringModuleTemplates)
ashes feature smart targeting for all units in the game
this will include
how targeting is defined
how units maintain distance
this is how to secretly define the main weapon

so lets start with targeting
units are seperate into multiple catagories
tier 0 drones
trier 1 frigates
tier 2 cruisers
trier 3 dreadnaughts
tier 4 juggernauts
trier Air units
tier buildings
rules
1. the lower the number the higher the priority
2. if the targeting is set to 0 that unit cannot see the defined class for(for example if you set an antiground unit's targeting on frigates to 0 it will ignore it on a pathfind basis)










now lets move onto maintaining distance with these units
there are 4 columns that are used here
min range ,max range , tracking range, default

its worth noting that there are units that can target enemy units or friendly
i will be reffering

min range is the absolute closest a unit will get to a targeted unit
max range is the absolute max that a unit will stay away from a unit

tracking range is bassically how far the unit can see targetable units
just because the tracking distance is less than the max range the unit can still shoot back at the enemy

default is an intresting thing
this is the prefered range that the unit will abosluty try to achieve at all costs
if you set this number to 0 then the unit will bouce between the min range and max range
if this number is higher or lower than the min or max range it will cause problems
always have this number in between the min range and max range
for units that encourage micro such as the cronus or ASF(think dominator or fury)
its mandatory to not have a default point

its worth noting that its best to keep in mind units and their roles and set their targeting priority correctly

a few extra notes
for anti ground air units
keep the min range of the targeting higher than you think do not set this to 0 it causes pleanty of problems
a recomended min number is 200
second for all units do not give them a min range of 0 it causes them to not behave that well
thirdly check to make sure that units are constantly shooting their guns or are not getting in close to engage units. this is going to point to mistakes very fast.
even if a unit does not have a min firing range its always best to give it a min range anyways to help keep it in the battleline that you are attempting to create


a thing for air units
the steering module doesnt work on a 2d field
it works on 3d so when making distances keep in mind that altitude is a thing
Weapon Module Template
so here we will be looking at how to change weapons in every way possible
some things to point out
accuracy is %change to hit

a quick way of calulating dps with accuracy in mind
its going to be
damage per impact

Direct Fire: (Damage * Accuracy * Number of Shots) / (RoF + (Number of Shots -1)*Interpulse)
AoE: (Damage * Number of Shots) / (RoF + (Number of Shots -1)*Interpulse)
Beam: (Damage * Interpulse) / (RoF + Interpulse)

if you want to see the chance of all attacks hitting with damage in mind
damage per impact*(accuracy ^ how many attacks)

if you want to see the chance of the weapon doing no damage its
damage per impact*((accuracy-1) ^ how many attacks)

Rate of Fire(ROF)
determines the reload of a weapon
a rate of fire of 4 means the weapon reloads in 4 seconds
if a weapon has multiple shots or is a laser the reload occurs when the attacks are depleted


interpulse/duration
this is for weapons that are lasers or have mutiple shots in an attack(check lasers for relevant issues)
for guns that have mutiple attacks
lets use an example


for lasers
1. do not have them any less than 100 on accuracy as that create problems
2. damage per impact is not the total amount of damage done
3. duration/interpulse (column 12) to calculate total amount of damage that the laser will do its
(damage per impact*duration)
duration is in seconds

targeting
a few things before making any changes
rule 1.
any change here must also be done copied to the steering module
rule 2. if a unit has multiple weapons they all must be the same targeting anything else creates interesting problems(this will be any dread with the exception of the overmind, the eradicator avenger zues, mauler,athena,apollo, all juggs )
Hardcoded parts of the game
movement
how a unit moves and turns is hardcoded in the game
keep in mind that th

certain weapons do not work with AOE
this will be
the punishers bombs
the discrouraging streamers on the avenger
rain maker on the Air rampager

ripper cannon cannot have aoe on the Air Maruader

if you notice any other weapons that i have missed here please put them in the comments
aoe is defind by the MOTION PATH TYPE column 38 in the weaponmoduletemplate.csv
path number 50 doesnt allow for aoe
path number 18 also does not allow for aoe


all weapons that have AOE are not going to be affected by the acuracy table

certain units have their shots spread out
these are the
artemis Havox launcher
Destructor rain launcher
all flak

these are hard coded and cannot be changed
Links
this will be links to videos that i have made on the CSV files for better demonstrations
https://youtu.be/DAvPBAGjGys
completely new guide on the weapon module templates
everything that is said about the weapons in the first template needs to be ignored
https://youtu.be/RiA5zHf0k78
Misslabled stuff
the firing arc turn rate
is actually how far a turret turns
keep this at 3.14 blah blah blah you will get odd problems

the physics CSV does nothing

NEXUS
PHC_SEED
SS_SEED
this is for both respective factions nexus
finding this took forever
5 Comments
drivver44  [author] 27 Feb, 2021 @ 8:39pm 
new update around weapon aor
drivver44  [author] 6 Feb, 2021 @ 12:59am 
updated the doc
will have a seperate section for weapons that can have aoe or not
some weapons will surprise you
TAG_Utter 24 Jan, 2021 @ 10:40am 
Good Work.
drivver44  [author] 19 Jan, 2021 @ 8:43am 
also if you see a mistake please point them out in the comments
ty in advance
drivver44  [author] 17 Jan, 2021 @ 2:33pm 
i will be updating this guide daily unit it is finished