This is an old revision of this page, as edited by
Nach at
10/14/2015 9:32 PM
(Add another aspect of spice cap glitches)
Unit stats
Unit | Cost | Buildtime | Hitpoints | Range | Damage | Speed | Turn
|
---|
MCV | 900 | 80 | 150 | N/A | N/A | 20 | 1
|
Harvester | 300 | 64 | 150 | N/A | N/A | 20 | 1
|
Soldier | 60 | 32 | 20 | 2 | 3 | 8 | 3
|
Infantry | 100 | 32 | 50 | 2 | 2x3 | 5 | 3
|
Trooper | 100 | 56 | 45 | 5 | 5 | 15 | 3
|
Troopers | 200 | 56 | 110 | 5 | 2x5 | 10 | 3
|
Trike | 150 | 40 | 100 | 3 | 2x5 | 45 | 2
|
Raider Trike | 150 | 40 | 80 | 3 | 2x5 | 60 | 2
|
Quad | 200 | 48 | 130 | 3 | 2x7 | 40 | 2
|
Missile Tank | 450 | 72 | 100 | 9 | 2x75 | 30 | 1
|
Combat Tank | 300 | 64 | 200 | 4 | 25 | 25 | 1
|
Siege Tank | 600 | 96 | 300 | 5 | 2x30 | 20 | 1
|
Devastator | 800 | 104 | 400 | 5 | 2x40 | 10 | 1
|
Deviator | 750 | 80 | 120 | 7 | N/A | 30 | 1
|
Sonic Tank | 600 | 104 | 110 | 8 | 60 | 30 | 1
|
Saboteur | N/A | N/A | 10 | N/A | N/A | 40 | 3
|
Ornithopter | 600 | 96 | 25 | 50 | 2x50 | 150 | 2
|
Carry-All | 800 | 64 | 100 | N/A | N/A | 200 | 3
|
Sandworm | N/A | N/A | 1000 | N/A | N/A | 35 | 3
|
Open questions:
- Troopers have missile attack (long range) and bullet attack (short range). Where is this specified? Which range/damage?
- Sandworms, Infantry and Troopers die after half their health is depleted on the status bar. Infantry turns into Soldier and Troopers into Trooper. Is this just a visual change or does the sandworm actually have 500 HP?
- The Sonic tank is listed as having 60 damage, but the sonic blast it shoots is listed as having 25 damage. Which is it?
Building stats
Building | Cost | Buildtime | Hitpoints | Power usage | Size | Requirements
|
---|
Construction Yard | N/A | N/A | 400 | 0 | 2x2 | N/A
|
Slab | 5 | 16 | 20 | 0 | 1x1 | None
|
4 Slabs | 20 | 16 | 20 | 0 | 2x2 | None
|
Windtrap | 300 | 48 | 200 | -100 | 2x2 | None
|
Refinery | 400 | 80 | 450 | 30 | 3x2 | Windtrap
|
Outpost | 400 | 80 | 500 | 30 | 2x2 | Windtrap
|
Spice Silo | 150 | 48 | 150 | 5 | 2x2 | Windtrap, Refinery
|
Light Factory | 400 | 96 | 350 | 20 | 2x2 | Windtrap, Refinery
|
Starport | 500 | 120 | 500 | 50 | 3x3 | Windtrap, Refinery
|
House of Ix | 500 | 120 | 400 | 40 | 2x2 | Windtrap, Refinery, Starport
|
Palace | 999 | 130 | 1000 | 80 | 3x3 | Starport
|
Wall | 50 | 40 | 50 | 0 | 1x1 | Windtrap, Outpost
|
Turret | 125 | 64 | 200 | 10 | 1x1 | Windtrap, Outpost
|
Rocket Turret | 250 | 96 | 200 | 25 | 1x1 | Windtrap, Outpost
|
Barracks | 300 | 72 | 300 | 10 | 2x2 | Windtrap, Outpost
|
WOR | 400 | 104 | 400 | 20 | 2x2 | Windtrap, Outpost, Barracks
|
Heavy Factory | 600 | 144 | 200 | 35 | 3x2 | Windtrap, Outpost, Light Factory
|
Hi-Tech | 500 | 120 | 400 | 35 | 3x2 | Windtrap, Outpost, Light Factory
|
Repair Facility | 700 | 80 | 200 | 20 | 3x2 | Windtrap, Outpost, Light Factory
|
- The power only appears to affect if the radar map is visible or not. A speed run can build only one Windtrap as prerequisite for other buildings, saving a lot of money.
Open questions:
- What is the range/damage of the turret?
- Missile turrets have missile attack (long range) and bullet attack (short range). Where is this specified? Which range/damage?
- Low health affects windtraps by giving less power output. How does low health affect other buildings? Slower spice unloading? Longer build time?
Starport prices
Prices in Starport are random, following the formula:
credits = (credits / 10) * 4 + (credits / 10) * (Tools_RandomLCG_Range(0, 6) + Tools_RandomLCG_Range(0, 6) );
return min(credits, 999);
Tools_RandomLCG_Range returns a random integer. This means that a starport price can be between 40% and 160% of the normal price. For example, a harvester which normally costs 300 can cost between 120 and 480, in steps of 30, but the lowest and highest prices are less likely.
Open questions:
- How often are prices recalculated?
Exploitable game bugs
- In most versions of the game (TODO: determine which version patch fixes this), when a Carry-All lands a combat unit close to enemies, it is ignored by the AI until it uses a projectile to fire on enemy units.
- Sonic tanks since they do not use projectile attacks are then indefinitely ignored by the AI and can be used to single handedly demolish an entire enemy base without the AI retaliating.
- However if you use the actual Attack command on a unit, the AI will know. Instead attack by shooting in a unit's direction instead of explicitly letting the game know you want to attack it.
- Buildings can be attacked without the AI noticing.
- Vehicles carrying explosives can thus be invisibly driven right up to key infrastructure.
- You can force a Carry-All to land a combat unit close to enemies by building a repair factory, surrounding it, then firing on your own unit somewhere till it starts smoking. The Carry-All will take it to be repaired, then fly it back to where it was when done, since the unit cannot exit the repair factory on its own.
- In some versions of the game, when clicking on an enemy turret, it will turn its gun immediately to the left. Using this bug, one can drive by on the right of enemy turrets and click on them to make then face the other way and unable to fire on your units.
- In some versions of the game, enemy turrets do not fire on Fremen troops when playing as Atreides. Your own turrets always fire on Fremen when not playing as Atreides.
- When there are many units on the map, units on the current screen move faster than those off the screen. Look at your own key units to make them move faster, and do not view enemy units so they move more slowly.
- Sonic tanks shoot farther on faster game speeds.
- Not so much a bug, but Carry-Alls become more active if you have more RAM.
- Credits (money/spice) is stored in a signed 16 bit integer and can be overflowed. At this point, you can start building for free till you overflow again.
- The spice cap (refineries + silos) is only calculated for the House which built the latest structure. It is therefore possible to go over spice cap.
- The spice cap also includes structures that are built but not yet placed.
- The range of missile projectiles changes depending on direction of fire and angle the unit is at. There are cases where identical unit A can fire on unit B but not B upon A because the extra distance is only allowed upwards/leftwards but not downwards/rightwards. This is because attack distance calculations are performed on the origin point of a unit, its top left corner, instead of its center. The hit box of a unit however appears to be its entire bounding square.
- The origin point of the unit will move depending on which way it is facing.
- As part of exploiting this, between multiple map choices when selecting the next level, select the one where the base locations offer a greater advantage to yourself.
- This one is more like an oversight. An exploded harvester disperses more spice than it actually contains.
- If you only have one harvester and it explodes, you get a new one for free.
- If you have little spice near your base, you can let the harvester fill mostly up, blow it up, then get a new free harvester which can harvest a lot more spice close to your base.
- The first harvester is delivered by Carry-All when the first refinery is built. Normally this Carry-All then leaves, but if you place your refinery close enough to a spice patch, and order the harvester to return as soon as it has harvested a little bit of spice, the Carry-All will airlift it back and then stay, gaining you a free Carry-All.
- Enemy units with bullet-type weapons (all tanks) will happily fire upon their own building if they are in line of fire when attacking your own units. Sonic Tanks do this as well, but then your units also take damage.
- Due to rounding errors, repair cost is incorrectly calculated. Palaces can be repaired for free.