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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-04 05:55:47 -07:00
Balance non-random arrows
-Increase default arrow firepower for buildings, decrease garrisoned firepower. -Add a 20% building damage by by phase. -Give the fortress a minimum range. -Allow murder holes to be researched from the fort. -Sentries uses a multiplicative bonus instead of adding 1 arrow. -adds a new tech to the fort to increase its default arrows by 6.
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17 changed files with 59 additions and 32 deletions
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@ -19,10 +19,11 @@
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"replaces": ["phase_city"],
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"icon": "city_phase.png",
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"researchTime": 60,
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"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +1 capture points regeneration rate for garrisoned units. Workers +10% metal gather rate.",
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"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +20% damage and +1 capture points regeneration rate for garrisoned units. Workers +10% metal gather rate.",
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"modifications": [
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{ "value": "Capturable/GarrisonRegenRate", "add": 1, "affects": "Structure" },
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{ "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" },
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{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
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],
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"soundComplete": "interface/alarm/alarm_phase.xml"
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@ -30,9 +30,10 @@
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"replaces": ["phase_city"],
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"icon": "city_phase.png",
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"researchTime": 60,
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"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +1 capture points regeneration rate for garrisoned units.",
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"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +20% damage and +1 capture points regeneration rate for garrisoned units.",
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"modifications": [
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{ "value": "Capturable/GarrisonRegenRate", "add": 1, "affects": "Structure" },
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{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
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],
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"soundComplete": "interface/alarm/alarm_phase.xml"
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@ -17,10 +17,11 @@
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"replaces": ["phase_city"],
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"icon": "city_phase.png",
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"researchTime": 60,
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"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +1 capture points regeneration rate for garrisoned units. Decrease batch training time of units trained in Stables.",
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"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +20% damage and +1 capture points regeneration rate for garrisoned units. Decrease batch training time of units trained in Stables.",
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"modifications": [
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{ "value": "Capturable/GarrisonRegenRate", "add": 1, "affects": "Structure" },
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{ "value": "Trainer/BatchTimeModifier", "add": -0.1, "affects": "Stable" },
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{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
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],
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"soundComplete": "interface/alarm/alarm_phase.xml"
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@ -19,10 +19,11 @@
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"replaces": ["phase_town"],
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"icon": "town_phase.png",
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"researchTime": 30,
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"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +0.5 capture points regeneration rate for garrisoned units. Workers +10% metal gather rate.",
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"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +20% damage and +0.5 capture points regeneration rate for garrisoned units. Workers +10% metal gather rate.",
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"modifications": [
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{ "value": "Capturable/GarrisonRegenRate", "add": 0.5, "affects": "Structure" },
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{ "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" },
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{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
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],
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"soundComplete": "interface/alarm/alarm_phase.xml"
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@ -30,9 +30,10 @@
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"replaces": ["phase_town"],
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"icon": "town_phase.png",
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"researchTime": 30,
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"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +0.5 capture points regeneration rate for garrisoned units.",
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"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +20% damage and +0.5 capture points regeneration rate for garrisoned units.",
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"modifications": [
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{ "value": "Capturable/GarrisonRegenRate", "add": 0.5, "affects": "Structure" },
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{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
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],
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"soundComplete": "interface/alarm/alarm_phase.xml"
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@ -17,10 +17,11 @@
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"replaces": ["phase_town"],
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"icon": "town_phase.png",
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"researchTime": 30,
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"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +0.5 capture points regeneration rate for garrisoned units. Decrease batch training time of units trained in Stables.",
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"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +25% territory influence radius. Structures +20% damage and +0.5 capture points regeneration rate for garrisoned units. Decrease batch training time of units trained in Stables.",
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"modifications": [
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{ "value": "Capturable/GarrisonRegenRate", "add": 0.5, "affects": "Structure" },
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{ "value": "Trainer/BatchTimeModifier", "add": -0.1, "affects": "Stable" },
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{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
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],
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"soundComplete": "interface/alarm/alarm_phase.xml"
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@ -0,0 +1,16 @@
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{
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"genericName": "Professional Garrisons",
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"description": "Hire soldiers to hold defenses against enemies.",
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"cost": {
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"food": 400,
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"metal": 200
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},
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"icon": "coinage.png",
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"researchTime": 50,
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"tooltip": "Fortresses +6 default arrows.",
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"modifications": [
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{ "value": "BuildingAI/DefaultArrowCount", "add": 6, "affects": "Fortress" }
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],
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"affects": ["Fortress"],
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"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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}
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@ -2,9 +2,8 @@
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"genericName": "Sturdy Foundations",
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"description": "Reinforce the foundations in preparation of an attack.",
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"cost": {
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"wood": 500,
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"stone": 500,
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"metal": 500
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"metal": 100
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},
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"requirements": { "tech": "phase_city" },
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"requirementsTooltip": "Unlocked in City Phase.",
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@ -3,16 +3,16 @@
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"description": "Murder holes allow hitting enemies at the foot of the tower.",
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"cost": {
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"wood": 250,
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"stone": 100
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"stone": 150
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},
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"requirements": { "tech": "phase_city" },
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"requirementsTooltip": "Unlocked in City Phase.",
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"icon": "murder_holes.png",
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"researchTime": 40,
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"tooltip": "Sentry and Stone Towers have 0 minimum attack range.",
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"tooltip": "Fortresses, Sentry Towers, and Stone Towers have 0 minimum attack range.",
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"modifications": [
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{ "value": "Attack/Ranged/MinRange", "replace": 0 }
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],
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"affects": ["SentryTower", "StoneTower", "GreatTower"],
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"affects": ["SentryTower", "StoneTower", "GreatTower","Fortress"],
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"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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}
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@ -17,9 +17,9 @@
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"requirementsTooltip": "Unlocked in Village Phase.",
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"icon": "helmet_corinthian_bronze.png",
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"researchTime": 40,
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"tooltip": "Sentry and Stone Towers +1 default arrow count.",
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"tooltip": "Sentry and Stone Towers +50% default arrow count.",
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"modifications": [
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{ "value": "BuildingAI/DefaultArrowCount", "add": 1 }
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{ "value": "BuildingAI/DefaultArrowCount", "multiply": 1.5 }
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],
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"affects": ["SentryTower", "StoneTower", "GreatTower"],
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"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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@ -11,8 +11,8 @@
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</Ranged>
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</Attack>
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<BuildingAI>
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<DefaultArrowCount>2</DefaultArrowCount>
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<MaxArrowCount>10</MaxArrowCount>
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<DefaultArrowCount op ="add">2</DefaultArrowCount>
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<MaxArrowCount>12</MaxArrowCount>
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</BuildingAI>
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<BuildRestrictions>
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<Category>GreatTower</Category>
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@ -6,7 +6,7 @@
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</Ranged>
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</Attack>
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<BuildingAI>
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<DefaultArrowCount>2</DefaultArrowCount>
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<DefaultArrowCount op="add">1</DefaultArrowCount>
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</BuildingAI>
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<Cost>
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<BuildTime>200</BuildTime>
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@ -10,17 +10,17 @@
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<Ranged>
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<AttackName>Bow</AttackName>
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<Damage>
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<Pierce>10</Pierce>
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<Pierce>8</Pierce>
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</Damage>
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<MaxRange>60</MaxRange>
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<PrepareTime>1200</PrepareTime>
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<RepeatTime>2000</RepeatTime>
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<PrepareTime>400</PrepareTime>
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<RepeatTime>4000</RepeatTime>
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<Projectile>
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<Speed>100</Speed>
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<Spread>1.5</Spread>
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<Spread>2</Spread>
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<Gravity>50</Gravity>
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<FriendlyFire>false</FriendlyFire>
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<LaunchPoint y="3"/>
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<LaunchPoint y="0"/>
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</Projectile>
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<PreferredClasses datatype="tokens">Human</PreferredClasses>
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<RangeOverlay>
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@ -39,7 +39,7 @@
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</Distance>
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</BuildRestrictions>
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<BuildingAI>
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<DefaultArrowCount>3</DefaultArrowCount>
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<DefaultArrowCount>6</DefaultArrowCount>
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<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
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<GarrisonArrowClasses>Soldier</GarrisonArrowClasses>
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</BuildingAI>
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@ -4,15 +4,15 @@
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<Ranged>
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<AttackName>Bow</AttackName>
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<Damage>
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<Pierce>11</Pierce>
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<Pierce>8</Pierce>
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</Damage>
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<MaxRange>60</MaxRange>
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<MinRange>10</MinRange>
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<PrepareTime>1200</PrepareTime>
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<RepeatTime>2000</RepeatTime>
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<PrepareTime>400</PrepareTime>
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<RepeatTime>3500</RepeatTime>
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<Projectile>
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<Speed>100</Speed>
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<Spread>1.5</Spread>
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<Spread>1.0</Spread>
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<Gravity>50</Gravity>
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<FriendlyFire>false</FriendlyFire>
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<LaunchPoint y="3"/>
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@ -26,7 +26,7 @@
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</Ranged>
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</Attack>
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<BuildingAI>
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<DefaultArrowCount>1</DefaultArrowCount>
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<DefaultArrowCount>2</DefaultArrowCount>
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<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
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<GarrisonArrowClasses>Infantry</GarrisonArrowClasses>
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</BuildingAI>
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@ -10,7 +10,7 @@
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</Ranged>
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</Attack>
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<BuildingAI>
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<MaxArrowCount>4</MaxArrowCount>
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<MaxArrowCount>6</MaxArrowCount>
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</BuildingAI>
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<Cost>
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<BuildTime>40</BuildTime>
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@ -9,6 +9,9 @@
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</Origin>
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</Ranged>
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</Attack>
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<BuildingAI>
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<DefaultArrowCount op="add">2</DefaultArrowCount>
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</BuildingAI>
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<Cost>
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<BuildTime>150</BuildTime>
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<Resources>
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@ -7,11 +7,12 @@
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<Pierce>10</Pierce>
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</Damage>
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<MaxRange>60</MaxRange>
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<PrepareTime>1200</PrepareTime>
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<RepeatTime>2000</RepeatTime>
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<MinRange>10</MinRange>
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<PrepareTime>400</PrepareTime>
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<RepeatTime>3500</RepeatTime>
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<Projectile>
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<Speed>100</Speed>
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<Spread>1.5</Spread>
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<Spread>2.0</Spread>
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<Gravity>50</Gravity>
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<FriendlyFire>false</FriendlyFire>
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<LaunchPoint y="3"/>
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@ -32,7 +33,7 @@
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</Distance>
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</BuildRestrictions>
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<BuildingAI>
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<DefaultArrowCount>4</DefaultArrowCount>
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<DefaultArrowCount>10</DefaultArrowCount>
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<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
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<GarrisonArrowClasses>Soldier</GarrisonArrowClasses>
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</BuildingAI>
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@ -83,6 +84,8 @@
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<Researcher>
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<Technologies datatype="tokens">
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attack_soldiers_will
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tower_murderholes
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tower_garrison
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art_of_war
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poison_arrows
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poison_blades
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