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Hey folks,
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Hey folks,
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I've made rudimentary statistical analysis of units deriving their stats with custom python script. I didn't see anyone do that so I'm sharing.
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I've made rudimentary statistical analysis of units deriving their stats with custom python script. I didn't see anyone do that so I'm sharing.
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Here's code:
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Here's code:
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[spoiler]
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[spoiler]
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https://pastebin.com/02Wm6xZJ
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https://pastebin.com/02Wm6xZJ
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[/spoiler]
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[/spoiler]
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Here's usage:
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Here's usage:
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[spoiler][quote]python ./zerok_parser.py unitstats.csv ./Zero-K/units/*.lua[/quote][/spoiler]
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[spoiler][quote]python ./zerok_parser.py unitstats.csv ./Zero-K/units/*.lua[/quote][/spoiler]
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Script isn't perfect, there's lots of heuristics. The mistakes in .csv file have to be corrected a bit by hand. The main point of this was to export lots of data hidden in lua files into more handsome tool like a spreadsheet.
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Script isn't perfect, there's lots of heuristics. The mistakes in .csv file have to be corrected a bit by hand. The main point of this was to export lots of data hidden in lua files into more handsome tool like a spreadsheet.
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I wanted to see each unit's few chosen statistics and to check what are averages of these statistics among their classification archetypes. I've had to make few assumptions and design choices...
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I wanted to see each unit's few chosen statistics and to check what are averages of these statistics among their classification archetypes. I've had to make few assumptions and design choices...
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[spoiler]
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[spoiler]
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* anti-air had to have dps multiplied by 10, as I took "default" dmg type everywhere
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* anti-air had to have dps multiplied by 10, as I took "default" dmg type everywhere
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* emp, disarm, slow dmg during dps calculation are weighted with 0.2
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* emp, disarm, slow dmg during dps calculation are weighted with 0.2
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* fake, bogus and shield weapons are ignored in dps calculation
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* fake, bogus and shield weapons are ignored in dps calculation
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* few weapons or effects added by hand like firewalker's burn dps, Grizzly's 2nd laser, Badger's Wolverine mine dps, and some I do not remember
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* few weapons or effects added by hand like firewalker's burn dps, Grizzly's 2nd laser, Badger's Wolverine mine dps, and some I do not remember
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* units with armor have their hp multiplied by some arbitrary factor of their true armor (usually 2 or 3). Statics are kept without change
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* units with armor have their hp multiplied by some arbitrary factor of their true armor (usually 2 or 3). Statics are kept without change
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* shields are added to hp
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* shields are added to hp
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* accuracy is a feature pulled out of my ass
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* accuracy is a feature pulled out of my ass
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* units with extra dmg type in single weapon like Knight, Panther or Moderator don't have these included, as they were in weapon's custom params. I could add them by hand but I was lazy.
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* units with extra dmg type in single weapon like Knight, Panther or Moderator don't have these included, as they were in weapon's custom params. I could add them by hand but I was lazy.
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[/spoiler]
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[/spoiler]
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[url=https://docs.google.com/spreadsheets/d/1B_UsFZhexwM8sWVnQ5I43ZXnZjJs219yChLpcpzMvbs/edit#gid=2040129262]You can see my analysis here.[/url] Notice there are 2 sheets.
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[url=https://docs.google.com/spreadsheets/d/1B_UsFZhexwM8sWVnQ5I43ZXnZjJs219yChLpcpzMvbs/edit#gid=2040129262]You can see my analysis here.[/url] Notice there are 2 sheets.
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About
that.
.
.
Felon
has
a
support
icon
and
I
agree
with
support
classification,
but
in
his
description
it
say's
it's
a
skirmisher.
.
.
Why?
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About
that.
.
.
Felon
has
a
support
icon
and
I
agree
with
support
classification,
but
in
his
description
it
says
it's
a
skirmisher.
.
.
Why?
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I plan to translate this data into a loading screen art with some graphs and basic info about which units counter what.
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I plan to translate this data into a loading screen art with some graphs and basic info about which units counter what.
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