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.
This commit is contained in:
real_tabasco_sauce 2024-12-21 13:10:33 -08:00 committed by Nicolas Auvray
parent 7c95b6700b
commit 6b7dfb005e
17 changed files with 59 additions and 32 deletions

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@ -19,10 +19,11 @@
"replaces": ["phase_city"],
"icon": "city_phase.png",
"researchTime": 60,
"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.",
"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.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 1, "affects": "Structure" },
{ "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" },
{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"

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@ -30,9 +30,10 @@
"replaces": ["phase_city"],
"icon": "city_phase.png",
"researchTime": 60,
"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.",
"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.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 1, "affects": "Structure" },
{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"

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@ -17,10 +17,11 @@
"replaces": ["phase_city"],
"icon": "city_phase.png",
"researchTime": 60,
"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.",
"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.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 1, "affects": "Structure" },
{ "value": "Trainer/BatchTimeModifier", "add": -0.1, "affects": "Stable" },
{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"

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@ -19,10 +19,11 @@
"replaces": ["phase_town"],
"icon": "town_phase.png",
"researchTime": 30,
"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.",
"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.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 0.5, "affects": "Structure" },
{ "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" },
{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"

View file

@ -30,9 +30,10 @@
"replaces": ["phase_town"],
"icon": "town_phase.png",
"researchTime": 30,
"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.",
"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.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 0.5, "affects": "Structure" },
{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"

View file

@ -17,10 +17,11 @@
"replaces": ["phase_town"],
"icon": "town_phase.png",
"researchTime": 30,
"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.",
"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.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 0.5, "affects": "Structure" },
{ "value": "Trainer/BatchTimeModifier", "add": -0.1, "affects": "Stable" },
{ "value": "Attack/Ranged/Damage/Pierce", "multiply": 1.2, "affects": "Structure" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"

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@ -0,0 +1,16 @@
{
"genericName": "Professional Garrisons",
"description": "Hire soldiers to hold defenses against enemies.",
"cost": {
"food": 400,
"metal": 200
},
"icon": "coinage.png",
"researchTime": 50,
"tooltip": "Fortresses +6 default arrows.",
"modifications": [
{ "value": "BuildingAI/DefaultArrowCount", "add": 6, "affects": "Fortress" }
],
"affects": ["Fortress"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

View file

@ -2,9 +2,8 @@
"genericName": "Sturdy Foundations",
"description": "Reinforce the foundations in preparation of an attack.",
"cost": {
"wood": 500,
"stone": 500,
"metal": 500
"metal": 100
},
"requirements": { "tech": "phase_city" },
"requirementsTooltip": "Unlocked in City Phase.",

View file

@ -3,16 +3,16 @@
"description": "Murder holes allow hitting enemies at the foot of the tower.",
"cost": {
"wood": 250,
"stone": 100
"stone": 150
},
"requirements": { "tech": "phase_city" },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "murder_holes.png",
"researchTime": 40,
"tooltip": "Sentry and Stone Towers have 0 minimum attack range.",
"tooltip": "Fortresses, Sentry Towers, and Stone Towers have 0 minimum attack range.",
"modifications": [
{ "value": "Attack/Ranged/MinRange", "replace": 0 }
],
"affects": ["SentryTower", "StoneTower", "GreatTower"],
"affects": ["SentryTower", "StoneTower", "GreatTower","Fortress"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

View file

@ -17,9 +17,9 @@
"requirementsTooltip": "Unlocked in Village Phase.",
"icon": "helmet_corinthian_bronze.png",
"researchTime": 40,
"tooltip": "Sentry and Stone Towers +1 default arrow count.",
"tooltip": "Sentry and Stone Towers +50% default arrow count.",
"modifications": [
{ "value": "BuildingAI/DefaultArrowCount", "add": 1 }
{ "value": "BuildingAI/DefaultArrowCount", "multiply": 1.5 }
],
"affects": ["SentryTower", "StoneTower", "GreatTower"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"

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@ -11,8 +11,8 @@
</Ranged>
</Attack>
<BuildingAI>
<DefaultArrowCount>2</DefaultArrowCount>
<MaxArrowCount>10</MaxArrowCount>
<DefaultArrowCount op ="add">2</DefaultArrowCount>
<MaxArrowCount>12</MaxArrowCount>
</BuildingAI>
<BuildRestrictions>
<Category>GreatTower</Category>

View file

@ -6,7 +6,7 @@
</Ranged>
</Attack>
<BuildingAI>
<DefaultArrowCount>2</DefaultArrowCount>
<DefaultArrowCount op="add">1</DefaultArrowCount>
</BuildingAI>
<Cost>
<BuildTime>200</BuildTime>

View file

@ -10,17 +10,17 @@
<Ranged>
<AttackName>Bow</AttackName>
<Damage>
<Pierce>10</Pierce>
<Pierce>8</Pierce>
</Damage>
<MaxRange>60</MaxRange>
<PrepareTime>1200</PrepareTime>
<RepeatTime>2000</RepeatTime>
<PrepareTime>400</PrepareTime>
<RepeatTime>4000</RepeatTime>
<Projectile>
<Speed>100</Speed>
<Spread>1.5</Spread>
<Spread>2</Spread>
<Gravity>50</Gravity>
<FriendlyFire>false</FriendlyFire>
<LaunchPoint y="3"/>
<LaunchPoint y="0"/>
</Projectile>
<PreferredClasses datatype="tokens">Human</PreferredClasses>
<RangeOverlay>
@ -39,7 +39,7 @@
</Distance>
</BuildRestrictions>
<BuildingAI>
<DefaultArrowCount>3</DefaultArrowCount>
<DefaultArrowCount>6</DefaultArrowCount>
<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
<GarrisonArrowClasses>Soldier</GarrisonArrowClasses>
</BuildingAI>

View file

@ -4,15 +4,15 @@
<Ranged>
<AttackName>Bow</AttackName>
<Damage>
<Pierce>11</Pierce>
<Pierce>8</Pierce>
</Damage>
<MaxRange>60</MaxRange>
<MinRange>10</MinRange>
<PrepareTime>1200</PrepareTime>
<RepeatTime>2000</RepeatTime>
<PrepareTime>400</PrepareTime>
<RepeatTime>3500</RepeatTime>
<Projectile>
<Speed>100</Speed>
<Spread>1.5</Spread>
<Spread>1.0</Spread>
<Gravity>50</Gravity>
<FriendlyFire>false</FriendlyFire>
<LaunchPoint y="3"/>
@ -26,7 +26,7 @@
</Ranged>
</Attack>
<BuildingAI>
<DefaultArrowCount>1</DefaultArrowCount>
<DefaultArrowCount>2</DefaultArrowCount>
<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
<GarrisonArrowClasses>Infantry</GarrisonArrowClasses>
</BuildingAI>

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@ -10,7 +10,7 @@
</Ranged>
</Attack>
<BuildingAI>
<MaxArrowCount>4</MaxArrowCount>
<MaxArrowCount>6</MaxArrowCount>
</BuildingAI>
<Cost>
<BuildTime>40</BuildTime>

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@ -9,6 +9,9 @@
</Origin>
</Ranged>
</Attack>
<BuildingAI>
<DefaultArrowCount op="add">2</DefaultArrowCount>
</BuildingAI>
<Cost>
<BuildTime>150</BuildTime>
<Resources>

View file

@ -7,11 +7,12 @@
<Pierce>10</Pierce>
</Damage>
<MaxRange>60</MaxRange>
<PrepareTime>1200</PrepareTime>
<RepeatTime>2000</RepeatTime>
<MinRange>10</MinRange>
<PrepareTime>400</PrepareTime>
<RepeatTime>3500</RepeatTime>
<Projectile>
<Speed>100</Speed>
<Spread>1.5</Spread>
<Spread>2.0</Spread>
<Gravity>50</Gravity>
<FriendlyFire>false</FriendlyFire>
<LaunchPoint y="3"/>
@ -32,7 +33,7 @@
</Distance>
</BuildRestrictions>
<BuildingAI>
<DefaultArrowCount>4</DefaultArrowCount>
<DefaultArrowCount>10</DefaultArrowCount>
<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
<GarrisonArrowClasses>Soldier</GarrisonArrowClasses>
</BuildingAI>
@ -83,6 +84,8 @@
<Researcher>
<Technologies datatype="tokens">
attack_soldiers_will
tower_murderholes
tower_garrison
art_of_war
poison_arrows
poison_blades