Page MenuHomeWildfire Games

separate elephant archer from cavalry templates
Needs ReviewPublic

Authored by Nescio on Jan 23 2020, 6:55 PM.

Details

Reviewers
None
Group Reviewers
Restricted Owners Package(Owns No Changed Paths)
Summary

Currently the Mauryan elephant archer has template_cavalry_ranged_archer.xml as its parent, but changes many stats, including removing the Cavalry class.
This is problematic, as tweaking one (e.g. D2585) would affect the other (D2575), something that's easily overlooked.
This patch therefore introduces separate elephant templates, so horse and elephant archers no longer depent on each other, making things easier for balancing, mods, and future additions.

D1035/rP20649 (kennel) and D1036/rP20682 (maceman) were similar patches.

Test Plan

Check for mistakes and omissions.

Event Timeline

Nescio created this revision.Jan 23 2020, 6:55 PM
Nescio updated this revision to Diff 11162.Jan 23 2020, 6:57 PM

now with svn add

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1640/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1641/display/redirect

Stan added a subscriber: Stan.Jan 28 2020, 4:14 PM
Stan added inline comments.
binaries/data/mods/public/simulation/templates/template_unit_elephant_ranged_archer.xml
12 ↗(On Diff #11162)

I assume that's for the arrows trajectories?

Nescio added inline comments.Jan 28 2020, 7:15 PM
binaries/data/mods/public/simulation/templates/template_unit_elephant_ranged_archer.xml
12 ↗(On Diff #11162)

It was introduced by rP23144, I don't know why, but I suppose there must be a good reason, since it was also changed in other templates.

Angen added a subscriber: Angen.Feb 5 2020, 8:27 PM
Angen added inline comments.
binaries/data/mods/public/simulation/templates/template_unit_elephant.xml
70 ↗(On Diff #11162)

attack_ranged and attack_impact_ranged are specific sounds for weapon types so should be moved to specific templates _archer, _slinger, _javelinist (if they exist)

Nescio added inline comments.Feb 5 2020, 9:25 PM
binaries/data/mods/public/simulation/templates/template_unit_elephant.xml
70 ↗(On Diff #11162)

They are listed here for consistency, because they are present in:

template_unit_cavalry.xml
template_unit_champion.xml
template_unit_hero.xml
template_unit_infanry.xml
Angen added inline comments.Feb 8 2020, 2:27 PM
binaries/data/mods/public/simulation/templates/units/maur_elephant_archer_b.xml
71

in result this is 0.975 * template_unit.walkspeed, not changed in new templates

Nescio added inline comments.Feb 9 2020, 9:35 AM
binaries/data/mods/public/simulation/templates/units/maur_elephant_archer_b.xml
71

True, cavalry practically doubles walk speed (×1.95), which is subsequently halved for elephants (×0.5). Multiplying by ×0.975 seemed unnecessarily precise and about the same as ×1.0, therefore I omitted it. I believe the difference is negligible and won't distort gameplay balance. For comparison:


New (left) vs old (right).

Nescio added inline comments.Feb 9 2020, 9:37 AM
binaries/data/mods/public/simulation/templates/template_unit_elephant_ranged_archer.xml
12 ↗(On Diff #11162)

Maybe it would make sense to remove this line here and change the <Gravity> in the _ranged.xml template, where the <Projectile/Speed> is defined.

Angen added a subscriber: borg-.Feb 9 2020, 9:43 AM

@ValihrAnt @borg- thoughts on elephant speed change?

Nescio added a comment.Feb 9 2020, 9:46 AM

@ValihrAnt @borg- thoughts on elephant speed change?

(A difference of 2.5%, i.e. 9.0 instead of 8.8.)