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.
Details
- Reviewers
- None
- Group Reviewers
Restricted Owners Package (Owns No Changed Paths)
Agree on the changes, check for other absurd loot values.
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Lint
Lint Skipped - Unit
Unit Tests Skipped
Event Timeline
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.
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. |
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.
Would you take a look to loot for palisades ? at some cases loot is bigger than cost.
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?
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.
binaries/data/mods/public/simulation/templates/template_structure_defensive_palisade.xml | ||
---|---|---|
26–28 ↗ | (On Diff #11250) | 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 ↗ | (On Diff #11250) | Maybe do units in a different patch? |
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.
I think it would be reasonable adjust loot for palisades and walls based on their cost