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[gameplay] Enables new military structures
AbandonedPublic

Authored by Nescio on Mar 2 2018, 11:05 AM.

Details

Reviewers
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Summary

This patch:

  • enables the cavalry stables, elephant stables, and siege workshops for all factions that have them.
  • removes elephants, siege weapons, and siege technologies from all fortresses
  • updated fortress tooltips
  • assigned fortresses a territory root, which means that if you lose your centre, you'll still remain in control of your fortresses and keep the connected structures. This means fortresses will be quite useful for all factions, including those who can not train anything at it (e.g. Sparta).
Test Plan

Check if nothing is overlooked.

Diff Detail

Repository
rP 0 A.D. Public Repository
Branch
/ps/trunk
Lint
Lint OK
Unit
No Unit Test Coverage
Build Status
Buildable 5293
Build 9004: Vulcan BuildJenkins
Build 9003: arc lint + arc unit

Event Timeline

Nescio created this revision.Mar 2 2018, 11:05 AM
Imarok added a subscriber: Imarok.Mar 2 2018, 11:46 AM

Mace had the bonus that they were the only civ that could build siege workshops. That is now gone. Shouldn't they get a new siege related bonus?

Vulcan added a subscriber: Vulcan.Mar 2 2018, 11:47 AM

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

Link to build: https://jenkins.wildfiregames.com/job/differential/130/display/redirect

Imarok added inline comments.Mar 2 2018, 11:50 AM
binaries/data/mods/public/simulation/templates/structures/mace_fortress.xml
22

Mace couldn't build siege in the fortress already, but it has siege entries? Looks wrong.

Silier added a subscriber: Silier.Mar 2 2018, 12:08 PM

You are moving champion_elephant from fortress. why not too champion_cavalary?

Nescio updated this revision to Diff 5995.Mar 2 2018, 12:38 PM

Also updated barracks.

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

Link to build: https://jenkins.wildfiregames.com/job/differential/131/display/redirect

Nescio added a subscriber: Stan.Mar 2 2018, 12:46 PM

Mace had the bonus that they were the only civ that could build siege workshops. That is now gone. Shouldn't they get a new siege related bonus?

Perhaps. Maybe a discount on the workshop or -20% training time on siege weapons? Anyway, specific civ-bonuses could be done in separate patches.

Mace couldn't build siege in the fortress already, but it has siege entries? Looks wrong.

No. The hyphen-minus before those entities means these entities from the parent's production list are removed in the Macedonian fortress.

You are moving champion_elephant from fortress. why not too champion_cavalary?

All elephant units can be trained at the elephant stables. Elephants are typically champions; the Mauryans also have a citizen archer and a support worker elephant.
Barracks and cavalry stables typically train citizen soldiers. Some, but not all, factions can also train mercenaries or champions there.

Personally I wouldn't object to removing all units from the fortress (e.g. cavalry to stables, infantry to barracks, heroes to centres), but I believe that's beyond the scope of this patch.

Silier added inline comments.Mar 2 2018, 12:46 PM
binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
88

this one lefted

Silier added inline comments.Mar 2 2018, 12:51 PM
binaries/data/mods/public/simulation/templates/template_structure_military_fortress.xml
88

my bad. sry

mimo added a comment.Mar 2 2018, 7:16 PM

We had this discussion within the team some time ago, and the conclusion was to defer such changes until A23 is out.
But also (and more importantly) that we could take this opportunity of adding new military structures to try and differentiate more our civs as currently all structure build orders are rather similar, specially in phase 1 and 2.

I think it would be more profitable to start with a proposition (could be a trac ticket or a forum post) of which of the new structures (and on which form and with what techs) each civs should have based on history and gameplay rather that this patch (which enable what exist and remove some current specificities of the civs).

I've not thought more about it, so don't have any real proposition but to give an example of what i mean: sparta is not known for its use of range or cavalry, so even if their models do exist, i would not mind if they are not added in vanilla game, or if really needed for balance, it can be on the form of mercenary stable/range only available on phase 3, or any other more creative proposition people can have. But we must definitively find a way to break the monotony of our too similar civs as far as structures are concerned.

Nescio abandoned this revision.Sep 23 2019, 11:21 AM
Nescio retitled this revision from Enables new military structures to [gameplay] Enables new military structures.Mar 19 2020, 11:33 AM