Ashes of the Singularity: Escalation

Ashes of the Singularity: Escalation

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Ashes of the Singularity: Escalation - Unit Database Spreadsheet
By X-Peri-MENTAL
Introduction
With RTS games I like to know the detailed statistics of units and be able to compare units with other units without flicking between pages. To that end I have created a unit database spreadsheet which I have shared with the community.
   
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How the Unit Database Spreadsheet Works
The summary spreadsheet references three hidden sheets which contain the contents of UnitTemplates.csv, WeaponModuleTemplates.csv and ModuleText.csv the idea being when new patches are released the contents of the files can be copied into the spreadsheets with minimum effort to display the latest data. The summary sheet uses unit IDs to pull the relevant data from the first mentioned file. Weapon data is pulled using the last file to determine the weapon ID from the name and then use this to pull the data from the second file.
Shortcomings
Please bear in mind this is a work in progress and not all the statistics are guaranteed to be correct. The quantity of weapons a unit has and what type is manually added to the summary sheet and is therefore prone to error.
Descriptions
  • Unit Metal requirement is also shown with unassisted construction consumption rate (Metal / Build Time), useful for balancing economy and construction projects.
  • Unit Radioactives requirement is also shown with unassisted construction consumption rate (Radioactives / Build Time), useful for balancing economy and construction projects.
  • Second HP value in brackets is HP with armour bonus (armour calculation is typically used to reduce inflicted damage, it can also be thought of as increased HP, ignore for armour penetrating weapons).
Unit Database Spreadsheet
Click here for Unit Database Spreadsheet[docs.google.com].
Version
10/02/19
  • Data updated to Ashes of the Singularity: Escalation version 2.77.

20/02/18
  • Added PHC Atlas and Substrate Tormentor units.
  • Corrected armour equivalent HP values.
  • Data updated to Ashes of the Singularity: Escalation version 2.71.

19/09/17
  • Updated to match new internal names.
  • Weapons max range turns blue if it exceeds vision range indicating radar or scouting required to achieve weapons range potential.
  • Data updated to Ashes of the Singularity: Escalation version 2.5.

29/08/17
  • Started to include dreadnought upgrades.
  • Converted lookup function to use column label instead of column index.
  • Data updated to Ashes of the Singularity: Escalation version 2.4.

13/06/17
  • Data updated to Ashes of the Singularity: Escalation version 2.3 .
20 Comments
drivver44 10 Feb, 2021 @ 4:13am 
just a heads up this
the spreadsheets are all out of date as of the 2.92 and 3.0 balance changes
however paragraph 1 is how find the stuff
music98god 11 Feb, 2019 @ 7:17am 
Thank you for continuing to update:steamhappy: is there a build efficiency or penalty to the sapper? how long does it take to build defensive buildings and the resources compared to upgrading defensive buildings when building with the sapper? Some units are missing prerequisites because you can't build them with just the factory.
demongo1154 10 Feb, 2019 @ 10:48am 
sweet, nice work keeping this updated...
X-Peri-MENTAL  [author] 10 Feb, 2019 @ 7:48am 
Data updated to Ashes of the Singularity: Escalation version 2.77
tford1956 10 Feb, 2019 @ 5:32am 
It would be nice if we could download or print this spreadsheet.
TAG_Utter 6 Dec, 2018 @ 4:08pm 
Is it possible you update for new changes?
X-Peri-MENTAL  [author] 25 Feb, 2018 @ 3:31am 
@ Chronopolize - Okay I will get those changes implemented. That is not good for the modders though if the in game stats do not match the data sets. I did think the Mauler performed much better in game than the data suggested.
Chronopolize 22 Feb, 2018 @ 10:30am 
@X-Peri-MENTAL
Oh wow. Glad you're finding use out of it.

Yeah, the weapon might be recorded as a 1x, but somehow the cutting array has four weapons points. The mauler does ~630 damage (~510 to a cruiser with 20% armor) per sweep to a target, suggesting it has 4 copies of the recorded weapon (based on stats). I also found out you can see 4 lasers if you look closely.
https://i.imgur.com/nixYhlM.jpg
For shield vs armor, here's a dev reply: https://i.imgur.com/ISkSElB.png
X-Peri-MENTAL  [author] 22 Feb, 2018 @ 4:01am 
@Chronopolize
* Apollo main gun corrected for Flak Cannon from Falcon AA Autocannon.
* In SS_2_Mauler.modules there are 2x 'Mauler Plasma Cannon' and 1x 'Hyena Laser Cutting Array'. I don't see a 4x of a weapon?
* Can you provide a refenece for armor applying to shields? Seens a very odd and counter intuitive design choice.

P.S. Thanks for your mutiplayer :War: tool, I have been using it. :steamhappy:
Chronopolize 20 Feb, 2018 @ 11:28pm 
Noticed Apollo has the Flak Cannon, not the Falcon Mark 1 AA Flak Cannon. Also the Mauler has 4x of its weapon, despite the in game not showing a (x4) count.
I also learned that shields are effected by armor too, so it would be nice if there could be a similar "effective health" for shields as well.
Thanks for the 2.7.1 update!