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[gameplay] tower_armour → tower_health
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Authored by Nescio on Aug 5 2020, 4:57 PM.

Details

Summary

Currently there is a city phase technology that gives all towers +2 armour. This patch changes that to +25% health instead, and renames the technology accordingly.
The effect is basically the same (1/0.9^2 = 1.234568), but it seems most people don't understand how armour works, therefore just changing health is clearer.
Technologies (including civ bonuses) are permanent, therefore them changing health is perfectly fine. (In contrast, auras (including team bonuses) are temporary, therefore those shouldn't change health, just armour, to prevent edge cases when access to an aura is lost.)

While at it, all tower production queues are updated to have all technologies that actually affect them and only those (something I forgot in D2549).

Test Plan

Check for mistakes, agree this is an improvement.

Event Timeline

Nescio created this revision.Aug 5 2020, 4:57 PM
Owners added a subscriber: Restricted Owners Package.Aug 5 2020, 4:57 PM
Vulcan added a comment.Aug 5 2020, 5:14 PM

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

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Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2897/display/redirect

Nescio requested review of this revision.Aug 5 2020, 5:43 PM

Increasing health is not exactly the same as adding extra resistance. If one increases health it also means it takes longer to repair the tower, if I am not mistaken.

borg- added a comment.EditedAug 5 2020, 6:00 PM

I prefer something specific for anti siege, like +5 crush armor. This still maintains the ability of melee units to take down towers.
Tower watch can be changed to +1 garrison capacity. Make more sense than simply increase arrows.
+ 1 capacity make tower hardly convertion, i like this.

Nescio added a comment.Aug 5 2020, 6:06 PM

Increasing health is not exactly the same as adding extra resistance.

It is when all armour levels are increased equally (as is the case here).

If one increases health it also means it takes longer to repair the tower, if I am not mistaken.

No, that's determined by the <Cost/BuildTime> value.

I prefer something specific for anti siege, like +5 crush armor.

To be clear, this technology is not new, this patch just makes it more explicit what it does.

borg- added a comment.Aug 5 2020, 6:14 PM

To be clear, this technology is not new, this patch just makes it more explicit what it does.

Yes, i know. If artilhary patch get commit for example, crush armor can be most interesting than health.

Nescio added a comment.Aug 5 2020, 6:24 PM

Well, I'm not against overhauling tower technologies, however, that's beyond the intention and scope of this patch.
Moreover, I think it would make sense to overhaul siege engines (D2494) and siege technologies (D2878) before doing that.

Nescio removed a reviewer: Restricted Owners Package.Aug 15 2020, 9:06 PM
bb accepted this revision.Dec 24 2020, 5:59 PM
bb added a subscriber: bb.

Templates need some update

Adding another tech to improve crush: I am for it.

binaries/data/mods/public/simulation/data/technologies/tower_health.json
11

Somewhat agree with this. Less hardcodation of damageTypes.

binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_sentry.xml
51–54

why add them here, I am perfectly fine with other buildings techs affecting this?

This revision is now accepted and ready to land.Dec 24 2020, 5:59 PM
borg- added a comment.Dec 24 2020, 6:04 PM

Anyway health is better than armour in this case and maybe some specific crush armour tech for future.

borg- accepted this revision as: borg-.Dec 24 2020, 6:05 PM
bb added a comment.Dec 25 2020, 2:38 PM

Please close the revision, bots are not liking me apparently

Nescio closed this revision.Dec 28 2020, 10:38 AM