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Movement Speed[]

I don't have the time to add this now, as it would require changes in the template and many units, but I've found the Speed ratings for most of the units. This is from Warcraft: Orcs & Humans Insider's Guide:

  • Knight/Raider w/ full speed upgrade 10
  • Knight/Raider w/ one speed upgrade 9
  • Knight/Raider, Peasant/Peon, Archer/Spearman, Lothar, Medivh 8
  • Footman/Grunt 7
  • Conjurer/Warlock, Cleric/Necrolyte, Griselda, Garona, Skeleton 6
  • Catapult 4

I guess the others (Elemental/Daemon, Scorpion/Spider, Brigand, Slime, Ogre) could be discovered through in-game testing. --Jigjug (talk) 20:09, 14 September 2020 (UTC)

Can confirm the guide. Warcraft: Orcs & Humans Insider's Guide is available from Blizzard Archive if anyone is interested to read. Added the parameter to the template; usage is |speed=. — SurafbrovWowpedia administrator T / C 14:41, 15 September 2020 (UTC)
Thanks. I've done in-game testing (simply "racing" the units against each other) and the speed ratings for the remaining units are:
  • Scorpion/Spider 10
  • Elemental/Daemon, Brigand, Slime, Ogre 7
  • The Dead (raised Skeleton) 6
Jigjug (talk) 19:55, 29 September 2020 (UTC)
Added to the articles. — SurafbrovWowpedia administrator T / C 21:03, 29 September 2020 (UTC)
These (current) speed values are (at best) imaginary numbers or a rating, rather than the unit's true speed. I was able to collect a frame-by-frame analysis of the units as they walk across a tile (Basically, how long it takes them to travel across 16 pixels) and I found the results to be interesting. The more frames required, the slower the unit is.
  • Catapult: 89
  • Skeleton(Orc), Skeleton(Neutral): 64
  • Conjurer/Warlock, Cleric/Necrolyte, Griselda, Garona: 57
  • Slime: 55
  • Peasant/Peon +Carry: 49
  • Footman/Grunt, Wounded, Ogre, Dragon, Fire Elemental, Brigand, Daemon: 48
  • Water Elemental: 45
  • Peasant/Peon, Knight/Raider, Archer/Spearman, Lothar: 41
  • Knight/Raider +1: 36
  • Medivh: 32
  • Knight/Raider +2, Spider, Scorpion: 31
As you can see from these numbers, a Skeleton is 3/4 the speed of a Footman (the higher the number, the slower you go), yet the speed numbers (currently) posted say it's closer to 70%.
Some notes:
  • Water Elemental skips their 16th frame, which is why they only require 45.
  • Slimes' first 15 frames cover the entire tile (skipping the 16th), while they also have a wait period of 40 frames before they do anything else.
  • When upgraded, a Knight / Raider's 3rd frame (starting at the 4th frame) is reduced by 1. Each upgrade reduces their total frames required by 5.
The question becomes: How could these values be implemented. Cooldowns make sense, because they are based on frame rate delay (the higher, the slower, which fits with the other Warcraft games). But this kinda works in an opposite way, since it's (normally): The higher the value, the faster they move.
Kurochan101 (talk) 07:15, 17 November 2024 (UTC)

Sight radius[]

I have discovered the sight radius for all controllable units through in-game testing. There doesn't seem to be an editor that allows me to put neutral units (dungeon monsters) under my control, so I don't have the info for them.

Anyway, the list is:

  • Peasant, Peon, Footman, Grunt, Cleric, Spider, Scorpion, The Dead - 2
  • Knight, Raider, Necrolyte, Warlock, Demon, Lothar, Garona - 3
  • Archer, Spearman, Conjurer, Water Elemental - 4
  • Catapult - 5

Note that this only applies to stationary units; all units have a sight radius of 2 while moving.

Again, I'm not sure how to add it to the unit templates, so if someone can find the time, that would be great. Jigjug (talk) 23:30, 17 February 2021 (UTC)

I managed to comb the game with a memory editor and change a unit to neutral units. Curiously, not all units' sprites are loaded with each map (Looks like a case of "Load only as needed"). I added the sight radius for the remaining units.
Kurochan101 (talk) 07:15, 17 November 2024 (UTC)

Research and Upgrades[]

I realize this information is taken from the War Editor, but there is a glaring inconsistency in the editor, itself. All times (build, research, upgrades) are stored as single-byte values. The game takes these values, multiplies it by 10, and applies this value as the number of frames required to complete something (Range: 10-2550. It does the same thing with Gold and Wood costs). The editor handles the build time (x10) for units and buildings, but neglects to do the same for research and upgrades. Thus, we either need to reduce the training time of all units and buildings to match their byte values (which leaves a glaring inconsistency with how the game handles this data), or we need to multiply the research and upgrade time by 10.

  • If you wanted to go with game seconds, I would suggest taking the byte value and divide by 4. (or you can multiply it by 10 and divide it by 40F/sec, whatever suits you).
Kurochan101 (talk) 07:15, 17 November 2024 (UTC)