You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.

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Weapons and Their Attributes (Games : Dominions 4: Thrones of Ascension : Forum : The Council of Sages - Strategy Guides : Weapons and Their Attributes) Locked
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Oct 21 2013 Anchor

Weapons and their effects are now in the relational database and the text dump has also been cleaned up. Although some effect arguments and masks still need to be figured out, I think that we have a firm grasp on the interpretation of the content of the weapon records at this point.

The updated relational database can be found here:
Dl.dropboxusercontent.com

The updated text dump can be found here:
Dl.dropboxusercontent.com



Update (2013/11/16): Relabeled the mysterious "Weapon Class" attribute to "Sound #", because that is what it really is. I'm feeling a bit bone-headed for not having guessed that one earlier.

Update (2013/10/25): All bytes have now been scraped from the weapons table. The meanings of some attribute fields and mask values are still open to interpretation.

Here is a preliminary dump of the basic weapons from Dominions 4.01:

Dl.dropboxusercontent.com

This is a work-in-progress and there are still values which need to be decoded from the weapons tables (AoE, range, attack, etc...), but there is some potentially interesting info from what is already available.

Some notes on the data:

  • The Twin Spears and the Bow of Ivory are interesting.
  • The Shortsword (not "Short Sword") weapon is interesting. We need to find its corresponding magic item to shed some light on its damage class, perhaps.
  • The underlying ID number is given in square brackets next to the name I chose for a particular damage class.
  • Elsewhere, square brackets denote the underlying mask value. (Any intelligent guesses on what mask value 1 from the first set of modifiers or mask value 32 from the second set of modifiers is? One of them is probably equivalent to #dt_normal, but I'm not entirely certain.)
  • Edi, #twohanded, #armorpiercing, #fire, #cold, #shock, and #poison is noted on all weapons, if you still need that information for the Dom4 DB. I have some ideas about armor negation and magic resistance (see mask 128 on the second modifier set), but am not entirely certain yet.

    Anyway, more to come tomorrow night or else next weekend. Enjoy.

    Edited by: _noblesse_oblige_

    Oct 21 2013 Anchor

    I sent you the preliminary Dom4 DB weapons table, so you can use that to analyze your findings in more detail. As I said in the email, treat with a grain of salt, since that's not extracted info but entered manually based on what can be seen in-game.

    This will greatly help the accuracy of the weapons table. Thank you! :D

    The Shortsword damage class is double damage vs larger beings.

    Your information also sheds light on how the damage qualifiers from the modding manual work. It seems that they change the damage class and the types are separate. The poison classes are informed by other factors (dt_paralyze, dt_stun and dt_normal).

    The 296 Twin Spear damage class is dt_raise, i.e. reanimates target as soulless.

    Oct 21 2013 Anchor

    Thanks for the weapons sheet. I was hoping to use it to hunt down the attack modifier and the range, but got sidetracked with decoding #secondaryeffect stuff. I updated the damage classes to reflect #dt_raise for the Twin Spear and Bow of Ivory and #dt_large for the Shortsword - thanks for that info. (I guess the Twin Spear info was in the modding manual, if I had been paying attention.)

    The updated info with the secondary effects and slightly reorganized information is now available via the link in the original post.

    Will see how much more I can do during my limited time on weekdays....

    Oct 21 2013 Anchor

    I just sent you another email with a bunch of decoded modifiers (a couple are only possible or probable, but the rest are solid). Some corrections on a couple of damage classes too.

    The sheet is also updated to reflect the correct bonus, dt_normal, dt_special and twohanded info.

    I just sent you another email or two with a bunch of decoded modifiers (a couple are only possible or probable, but the rest are solid). Some corrections on a couple of damage classes too.

    The sheet is also updated to reflect the correct bonus, dt_normal, dt_special and twohanded info.

    Oct 22 2013 Anchor

    Thanks for decoding so many of the modifiers, Edi. I've updated the dump (linked in the original post) to reflect them. I also added some legends to the beginning of the document, decoded the effect sprite numbers and #aoe, and discovered something that I am tentatively calling "weapon class". Polearms seem to be weapon class 12, claws, tails, and hooves seem to be weapon class 38, etc.... Will be interesting to see if we can discern how these weapon classes affect gameplay, if at all.

    Update (2013/10/23): Just decoded the fields for resource cost and principal weapon material (wood, metal, other). Also updated the legend to reflect the weapon classes that I identified.

    Oct 24 2013 Anchor

    Thank you for the continuing effort. :)

    The current file lists #sizeresist wrong. That one is acid damage, #sizeresist is something else.

    Oct 24 2013 Anchor

    Edirr wrote: Thank you for the continuing effort. :)

    The current file lists #sizeresist wrong. That one is acid damage, #sizeresist is something else.


    Ooops, my bad. Accidentally skipped over #acid from the list of decoded masks that you sent. Thanks for catching that - update now in place.

    Hopefully, I'll be able to wrap this up soon - might stretch into the weekend though. I don't have much free time during the week since I put in 11- to 12-hour workdays.

    Update: Figured out a couple more of the modifier masks, I think. Found a new mask which determines affliction type, among other things. Also found some unknown values, which might be garbage. And, decoded attack modifier. Only a few more bytes left to scour per weapon record and then the table will be completely decoded.

    Update: All bytes are now scraped from the table. Range and ammo have been decoded.

    Update (2013/12/25): Wow - not sure how two months slipped by since my early efforts with this stuff. I guess, on the bright side, we now are now dumping to a relational database and I'm fairly comfortable with the data model at this point (after lots of fighting with the SQLAlchemy declarative framework to get what I wanted). Anyway, please see the OP for updated links.

    Edited by: _noblesse_oblige_

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