Differential D2744 Diff 11911 binaries/data/mods/public/simulation/templates/template_unit_ship_merchant.xml
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binaries/data/mods/public/simulation/templates/template_unit_ship_merchant.xml
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||||
<Entity parent="template_unit_ship"> | <Entity parent="template_unit_ship"> | ||||
<Armour> | <Armour> | ||||
<Hack>2</Hack> | <Hack>2</Hack> | ||||
<Pierce>5</Pierce> | <Pierce>5</Pierce> | ||||
<Crush>2</Crush> | <Crush>2</Crush> | ||||
</Armour> | </Armour> | ||||
<Cost> | <Cost> | ||||
<BuildTime>20</BuildTime> | |||||
<Resources> | <Resources> | ||||
<wood>0</wood> | |||||
Nescio: Yes, merchant ships are the only ships that don't cost any wood. This is left unchanged. Maybe… | |||||
Done Inline ActionsPerhaps because naval maps tend to be short on wood supplies and one can generate wood with these. Freagarach: Perhaps because naval maps tend to be short on wood supplies and one can generate wood with… | |||||
<metal>100</metal> | <metal>100</metal> | ||||
</Resources> | </Resources> | ||||
</Cost> | </Cost> | ||||
<GarrisonHolder> | <GarrisonHolder> | ||||
<Max>15</Max> | <Max>15</Max> | ||||
<EjectHealth>0</EjectHealth> | <List datatype="tokens">Support Cavalry</List> | ||||
<EjectClassesOnDestroy datatype="tokens">FemaleCitizen Infantry Healer Dog</EjectClassesOnDestroy> | |||||
<List datatype="tokens">Support Infantry Cavalry Dog</List> | |||||
<BuffHeal>0</BuffHeal> | |||||
<LoadingRange>10</LoadingRange> | |||||
<Pickup>true</Pickup> | |||||
</GarrisonHolder> | </GarrisonHolder> | ||||
<Health> | <Health> | ||||
<Max>400</Max> | <Max>400</Max> | ||||
</Health> | </Health> | ||||
<Identity> | <Identity> | ||||
<Classes datatype="tokens">-ConquestCritical</Classes> | |||||
<VisibleClasses datatype="tokens">Trader Bribable</VisibleClasses> | |||||
<Formations disable=""/> | |||||
<GenericName>Merchantman</GenericName> | <GenericName>Merchantman</GenericName> | ||||
<SelectionGroupName>template_unit_ship_merchant</SelectionGroupName> | <SelectionGroupName>template_unit_ship_merchant</SelectionGroupName> | ||||
<RequiredTechnology>phase_town</RequiredTechnology> | |||||
<Tooltip>Trade between docks. Garrison a Trader aboard for additional profit (+20% for each garrisoned). Gather profitable aquatic treasures.</Tooltip> | <Tooltip>Trade between docks. Garrison a Trader aboard for additional profit (+20% for each garrisoned). Gather profitable aquatic treasures.</Tooltip> | ||||
<Classes datatype="tokens">-ConquestCritical</Classes> | |||||
<VisibleClasses datatype="tokens">Trader Bribable</VisibleClasses> | |||||
<RequiredTechnology>phase_town</RequiredTechnology> | |||||
</Identity> | </Identity> | ||||
<Loot> | <Loot> | ||||
<xp>25</xp> | <xp>25</xp> | ||||
<wood>15</wood> | <wood>15</wood> | ||||
<metal>0</metal> | |||||
</Loot> | </Loot> | ||||
<ResourceGatherer> | <ResourceGatherer> | ||||
<MaxDistance>12.0</MaxDistance> | <MaxDistance>12.0</MaxDistance> | ||||
<Capacities> | |||||
<food>75</food> | |||||
<wood>75</wood> | |||||
<stone>50</stone> | |||||
<metal>50</metal> | |||||
</Capacities> | |||||
Done Inline ActionsUnnecessary, since merchant ships can only pick up treasures, and template_unit.xml already defines some values. Nescio: Unnecessary, since merchant ships can only pick up treasures, and `template_unit.xml` already… | |||||
</ResourceGatherer> | </ResourceGatherer> | ||||
<Trader> | <Trader> | ||||
<GainMultiplier>0.75</GainMultiplier> | <GainMultiplier>0.75</GainMultiplier> | ||||
<GarrisonGainMultiplier>0.2</GarrisonGainMultiplier> | <GarrisonGainMultiplier>0.2</GarrisonGainMultiplier> | ||||
</Trader> | </Trader> | ||||
<UnitAI> | <UnitAI> | ||||
<DefaultStance>passive</DefaultStance> | <DefaultStance>passive</DefaultStance> | ||||
<CanGuard>false</CanGuard> | <CanGuard>false</CanGuard> | ||||
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Wildfire Games · Phabricator
Yes, merchant ships are the only ships that don't cost any wood. This is left unchanged. Maybe something for a future gameplay patch.