Differential D2769 Diff 12111 binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml
Changeset View
Changeset View
Standalone View
Standalone View
binaries/data/mods/public/simulation/templates/template_structure_defensive_wall_tower.xml
<?xml version="1.0" encoding="utf-8"?> | <?xml version="1.0" encoding="utf-8"?> | ||||
<Entity parent="template_structure_defensive_wall"> | <Entity parent="template_structure_defensive_wall"> | ||||
<Attack> | <Auras datatype="tokens"> | ||||
<Ranged> | structures/wall_garrisoned | ||||
<Damage> | </Auras> | ||||
<Hack>0.0</Hack> | |||||
<Pierce>8.0</Pierce> | |||||
<Crush>0.0</Crush> | |||||
</Damage> | |||||
<MaxRange>72.0</MaxRange> | |||||
<MinRange>12.0</MinRange> | |||||
<PrepareTime>1200</PrepareTime> | |||||
<RepeatTime>2000</RepeatTime> | |||||
<Delay>0</Delay> | |||||
<Projectile> | |||||
<Speed>75.0</Speed> | |||||
<Spread>1.5</Spread> | |||||
<Gravity>39.81</Gravity> | |||||
<FriendlyFire>false</FriendlyFire> | |||||
<LaunchPoint y="3"/> | |||||
</Projectile> | |||||
<PreferredClasses datatype="tokens">Human</PreferredClasses> | |||||
<RangeOverlay> | |||||
<LineTexture>outline_border.png</LineTexture> | |||||
<LineTextureMask>outline_border_mask.png</LineTextureMask> | |||||
<LineThickness>0.175</LineThickness> | |||||
</RangeOverlay> | |||||
</Ranged> | |||||
</Attack> | |||||
<BuildingAI> | |||||
<DefaultArrowCount>0</DefaultArrowCount> | |||||
<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier> | |||||
<GarrisonArrowClasses>Infantry</GarrisonArrowClasses> | |||||
</BuildingAI> | |||||
<Cost> | <Cost> | ||||
<BuildTime>80</BuildTime> | <BuildTime>48</BuildTime> | ||||
<Resources> | <Resources> | ||||
<stone>90</stone> | <stone>48</stone> | ||||
Nescio: Also, it could be made cheaper here (and more expensive in the `_attack` template).
For… | |||||
Done Inline ActionsCorrection: 36 × 4000 / 3000 = 48. Nescio: Correction: 36 × 4000 / 3000 = 48. | |||||
</Resources> | </Resources> | ||||
</Cost> | </Cost> | ||||
<GarrisonHolder> | <GarrisonHolder> | ||||
<Max>2</Max> | <Max>4</Max> | ||||
<EjectHealth>0.1</EjectHealth> | <EjectHealth>0.1</EjectHealth> | ||||
<EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> | <EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy> | ||||
<List datatype="tokens">Support Infantry</List> | <List datatype="tokens">Support Infantry</List> | ||||
<BuffHeal>0</BuffHeal> | <BuffHeal>0</BuffHeal> | ||||
<LoadingRange>2</LoadingRange> | <LoadingRange>2</LoadingRange> | ||||
</GarrisonHolder> | </GarrisonHolder> | ||||
<Health> | <Health> | ||||
<Max>4000</Max> | <Max>4000</Max> | ||||
<SpawnEntityOnDeath>decay|rubble/rubble_stone_wall_tower</SpawnEntityOnDeath> | <SpawnEntityOnDeath>decay|rubble/rubble_stone_wall_tower</SpawnEntityOnDeath> | ||||
</Health> | </Health> | ||||
<Identity> | <Identity> | ||||
<GenericName>Wall Turret</GenericName> | <GenericName>Wall Turret</GenericName> | ||||
<SelectionGroupName>template_structure_defensive_wall_tower</SelectionGroupName> | <SelectionGroupName>template_structure_defensive_wall_tower</SelectionGroupName> | ||||
<Tooltip>Shoots arrows. Garrison to defend a city wall against attackers.</Tooltip> | |||||
<Classes datatype="tokens">Tower</Classes> | |||||
<Icon>structures/tower.png</Icon> | <Icon>structures/tower.png</Icon> | ||||
</Identity> | </Identity> | ||||
<Loot> | <Loot> | ||||
<stone>18</stone> | <stone>10</stone> | ||||
</Loot> | </Loot> | ||||
<Obstruction> | <Obstruction> | ||||
<ControlPersist/> | <ControlPersist/> | ||||
</Obstruction> | </Obstruction> | ||||
<ProductionQueue> | <ProductionQueue> | ||||
<BatchTimeModifier>0.8</BatchTimeModifier> | <BatchTimeModifier>0.8</BatchTimeModifier> | ||||
<Technologies datatype="tokens"> | <Technologies datatype="tokens"> | ||||
pair_walls_01 | pair_walls_01 | ||||
</Technologies> | </Technologies> | ||||
</ProductionQueue> | </ProductionQueue> | ||||
<Sound> | <Sound> | ||||
<SoundGroups> | <SoundGroups> | ||||
<select>interface/select/building/sel_tower.xml</select> | <select>interface/select/building/sel_tower.xml</select> | ||||
<constructed>interface/complete/building/complete_tower.xml</constructed> | <constructed>interface/complete/building/complete_tower.xml</constructed> | ||||
</SoundGroups> | </SoundGroups> | ||||
</Sound> | </Sound> | ||||
<Vision> | |||||
<Range>60</Range> | |||||
</Vision> | |||||
<VisualActor> | <VisualActor> | ||||
<FoundationActor>structures/fndn_3x3_tower.xml</FoundationActor> | <FoundationActor>structures/fndn_3x3_tower.xml</FoundationActor> | ||||
</VisualActor> | </VisualActor> | ||||
</Entity> | </Entity> |
Wildfire Games · Phabricator
Also, it could be made cheaper here (and more expensive in the _attack template).
For comparison, a long wall segment costs only 28 stone and 45 time. With D2611, 36 and 36. If we want cost to be proportional to health for wall towers too, maybe make it 45 and 45?