Differential D2578 Diff 11185 binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
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binaries/data/mods/public/simulation/templates/template_structure_civic_temple.xml
Show All 25 Lines | <GarrisonHolder> | ||||
<LoadingRange>2</LoadingRange> | <LoadingRange>2</LoadingRange> | ||||
</GarrisonHolder> | </GarrisonHolder> | ||||
<Health> | <Health> | ||||
<Max>2000</Max> | <Max>2000</Max> | ||||
<SpawnEntityOnDeath>decay|rubble/rubble_stone_4x6</SpawnEntityOnDeath> | <SpawnEntityOnDeath>decay|rubble/rubble_stone_4x6</SpawnEntityOnDeath> | ||||
</Health> | </Health> | ||||
<Identity> | <Identity> | ||||
<GenericName>Temple</GenericName> | <GenericName>Temple</GenericName> | ||||
<Tooltip>Train Healers and research healing technologies. Garrison units to heal them at a quick rate.</Tooltip> | <Tooltip>Train Healers and research healing technologies.</Tooltip> | ||||
Gallaecio: Would “Healer technologies” be accurate? (i.e. do these technologies impact only Healer units… | |||||
Not Done Inline ActionsIt also has non-healer technologies, like units healing when idle. Freagarach: It also has non-healer technologies, like units healing when idle. | |||||
<VisibleClasses datatype="tokens">Town Temple</VisibleClasses> | <VisibleClasses datatype="tokens">Town Temple</VisibleClasses> | ||||
<Icon>structures/temple.png</Icon> | <Icon>structures/temple.png</Icon> | ||||
<RequiredTechnology>phase_town</RequiredTechnology> | <RequiredTechnology>phase_town</RequiredTechnology> | ||||
</Identity> | </Identity> | ||||
<Loot> | <Loot> | ||||
<stone>50</stone> | <stone>50</stone> | ||||
<metal>50</metal> | <metal>50</metal> | ||||
</Loot> | </Loot> | ||||
Show All 35 Lines |
Wildfire Games · Phabricator
Would “Healer technologies” be accurate? (i.e. do these technologies impact only Healer units, or also allow wider things, such as automatic healing of all units, of higher hitpoints?). If it is accurate, it may be more consistent with similar strings (Mercenary technologies, Ship technologies).