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[gameplay] Fix loot oversights
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Authored by ValihrAnt on Jan 30 2020, 6:36 PM.

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Summary

Currently, some of the loot values don't make much sense. Military Colonies inherit the loot amount from normal Civic Centers so they cost the same amount of resources as they give in loot (200W, 200S, 200M). So I changed the loot amount to 80W, 80S, 80M which is 40% of the buildings cost just like for normal Civic centers.
For fortresses the loot is 65 stone, which is 6.5% of their cost and one of the lowest in the game. I changed it to be 20% of their cost as forts are big and important buildings.
There are some other loot values I was unsure whether to change such as worker elephant loot. They cost 150F and give 25F 10W 10S 10M as loot. Though it can also be explained as them carrying having carried those resources. Kennels don't give any metal loot although they cost 200 metal.

Test Plan

Agree on the changes, check for other absurd loot values.

Diff Detail

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rP 0 A.D. Public Repository
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Event Timeline

ValihrAnt created this revision.Jan 30 2020, 6:36 PM
Angen added a subscriber: Angen.Jan 31 2020, 10:59 AM

It was intended to have 10% loot from cost for untis (https://code.wildfiregames.com/rP9817). Some loot of structures was modified no matter cost (https://code.wildfiregames.com/rP19436), In https://code.wildfiregames.com/rP18738 loot was about 25% of cost for structures.

Angen added inline comments.Jan 31 2020, 11:05 AM
binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
82

Changed in https://code.wildfiregames.com/rP11524 with cost 650 what is exactly 10%, blame https://code.wildfiregames.com/rP16760 for not changing the loot.

elexis added a subscriber: elexis.Feb 1 2020, 2:13 PM

Though it can also be explained as them carrying having carried those resources.

Carried resources are looted separately, so that doesn't really apply. Doesn't seem like a big defect since there are rarely more than 3 elephants around.

Kennels don't give any metal loot although they cost 200 metal.

If all other buildings give proportional loot, then it would be consistent if these do too. Again not a big problem.

Military Colonies inherit the loot amount from normal Civic Centers so they cost the same amount of resources as they give in loot

That indeed sounds vastly improportionate and like a defect worthy to fix.

Angen added a comment.EditedFeb 1 2020, 2:22 PM

Would you take a look to loot for palisades ? at some cases loot is bigger than cost.

Nescio added a subscriber: Nescio.Feb 1 2020, 2:34 PM

This patch is obviously an improvement, however, I wouldn't be surprised if there are more structures with inappropiate loot. Wouldn't it be better to decide upon a number (e.g. 20% of costs) and then standardize loot for all structure templates?

ValihrAnt updated this revision to Diff 11250.Feb 1 2020, 4:07 PM

Change loot of more things.

This patch is obviously an improvement, however, I wouldn't be surprised if there are more structures with inappropiate loot.

The two others I have found now which don't make much sense that I know of now are temples (10W, 50S, 50M) and palisades as mentioned by Angen, which always give more wood back in loot than they cost to make.

Wouldn't it be better to decide upon a number (e.g. 20% of costs) and then standardize loot for all structure templates?

I guess it would be best if building loot was standardized like for citizen soldiers, if there is enough agreement to do so.

If all other buildings give proportional loot, then it would be consistent if these do too. Again not a big problem.

Still not bad to adjust. Changed it to be 40M as the other two values were also 20% of that respective materials cost.

Would you take a look to loot for palisades ? at some cases loot is bigger than cost.

At their current 10W per part of the wall loot, palisades quite frequently gave more than 2x in loot than they cost to make. Changed it to 3W.

Nescio added inline comments.Feb 1 2020, 5:48 PM
binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml
26–28

Remove this here and set the loot in the individual structures/palisade* templates instead, because those have different costs and health.

binaries/data/mods/public/simulation/templates/units/maur_support_elephant.xml
34–40

Maybe do units in a different patch?
Also, it seems that this loot was intentional (10% of cost + 10 of each resource); it was introduced in rP12057 eight years ago, though the commit message doesn't mention the loot change.

Remove this here and set the loot in the individual structures/palisade* templates instead, because those have different costs and health.

From what I understand you want me to set different loot for gates, wall lengths and the wall turrets? In that case it's something, which should also be done for stone walls too as those share the same loot across all types just like palisades.

Maybe do units in a different patch? Also, it seems that this loot was intentional (10% of cost + 10 of each resource); it was introduced in rP12057 eight years ago, though the commit message doesn't mention the loot change.

So the loot of it makes a bit more sense. I don't have a problem with keeping the old loot value as the impact is very minuscule. For units, I don't currently have any others to adjust other than this one.

Angen added a comment.Feb 2 2020, 9:33 PM

I think it would be reasonable adjust loot for palisades and walls based on their cost

Nescio retitled this revision from Fix loot oversights to [gameplay] Fix loot oversights.Mar 19 2020, 10:55 AM

I agree with the changes, suggested some of them

Stan requested changes to this revision.Mar 22 2020, 10:51 AM
Stan added a reviewer: Restricted Owners Package.
Stan added a subscriber: Stan.

Requesting changes for palisades so it's not forgotten.

This revision now requires changes to proceed.Mar 22 2020, 10:51 AM
Stan resigned from this revision.Mar 22 2020, 10:51 AM
Stan removed a reviewer: Stan.
This revision now requires review to proceed.Mar 22 2020, 10:51 AM

This patch is practically superseded by D2659/rP23559 (thanks, Angen). Maybe it should be abandoned/closed, or replaced with a different differential?

ValihrAnt abandoned this revision.Mar 29 2020, 12:06 PM