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Make foundations not ConquestCritical
Foundations were originally made conquest critical in 722578fdcd.
However, it remains rather frustrating that a player can evade defeat by
placing an unbuilt, uncommitted foundation. While allies can revive a
player with only a foundation, that cannot happen in 1v1, where it is
simply undue frustration, and the inconvenience seems greater than the
feature.
This thus removes them again from the conquest critical list.
Patch By: nephele
Differential Revision: https://code.wildfiregames.com/D2674
This was SVN commit r24624.
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parent
ce9e965afd
commit
171afdc7a6
3 changed files with 9 additions and 7 deletions
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@ -1,7 +1,7 @@
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{
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let cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger);
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cmpTrigger.ConquestAddVictoryCondition({
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"classFilter": "ConquestCritical",
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"classFilter": "ConquestCritical+!Foundation",
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"defeatReason": markForTranslation("%(player)s has been defeated (lost all critical units and structures).")
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});
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}
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@ -57,7 +57,7 @@ Identity.prototype.Schema =
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Classes' a:help='Optional list of space-separated classes applying to this entity. Choices include: AfricanElephant, AmunGuard, Animal, ApedemakGuard, Ashoka, Barter, CitizenSoldier, CivCentre, CivSpecific, ConquestCritical, Domestic, DropsiteFood, DropsiteMetal, DropsiteStone, DropsiteWood, FastMoving, FemaleCitizen, GarrisonFortress, Human, IndianElephant, Juggernaut, KushTrireme, MercenaryCamp, Organic, Player, PtolemyIV, SeaCreature, Spy, Structure, Unit, WallLong, WallMedium, WallShort, WallTower.'>" +
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"<element name='Classes' a:help='Optional list of space-separated classes applying to this entity. Choices include: AfricanElephant, AmunGuard, Animal, ApedemakGuard, Ashoka, Barter, CitizenSoldier, CivCentre, CivSpecific, ConquestCritical, Domestic, DropsiteFood, DropsiteMetal, DropsiteStone, DropsiteWood, FastMoving, FemaleCitizen, Foundation, GarrisonFortress, Human, IndianElephant, Juggernaut, KushTrireme, MercenaryCamp, Organic, Player, PtolemyIV, SeaCreature, Spy, Structure, Unit, WallLong, WallMedium, WallShort, WallTower.'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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@ -7,15 +7,17 @@
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<Decay merge=""/>
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<Fogging merge=""/>
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<Footprint merge=""/>
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<!-- Add the Foundation component, to deal with the construction process -->
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<!-- Add the Foundation component, to deal with the construction process. -->
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<Foundation replace=""/>
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<Health>
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<Initial>1</Initial>
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</Health>
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<Identity merge=""/>
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<Identity merge="">
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<Classes datatype="tokens">Foundation</Classes>
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</Identity>
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<Market merge=""/>
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<Minimap merge=""/>
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<!-- Foundations shouldn't initially block unit movement -->
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<!-- Foundations shouldn't initially block unit movement. -->
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<Obstruction merge="">
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<DisableBlockMovement>true</DisableBlockMovement>
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<DisableBlockPathfinding>true</DisableBlockPathfinding>
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@ -35,12 +37,12 @@
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<StatusBars merge=""/>
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<Visibility merge=""/>
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<!-- Foundations should be visible themselves in fog-of-war if their base template is,
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but shouldn't have any vision range -->
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but shouldn't have any vision range. -->
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<Vision merge="">
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<Range>0</Range>
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<RevealShore>false</RevealShore>
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</Vision>
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<!-- Switch the actor to foundation mode -->
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<!-- Switch the actor to foundation mode. -->
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<VisualActor>
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<Foundation/>
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</VisualActor>
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