Version 24 (modified by fatherbushido, 8 years ago) ( diff )

--

Technology Modifications

Technologies can modify the stats and properties of game entities, using the modifications list of a given technology template. The modifications have unique names of the form "Component/Element/Subelement", where "Component" is the exact name of a simulation component and "Element/Subelement" come from that component's entity schema.

For example to modify a unit's melee hack attack, you would use "Attack/Melee/Hack" as the modification value. Note: In order for this to work, the component scripts must be updated to support each possible value. The following table lists the planned and currently supported modifications.

Planned Modifications

Tech Modification Status Notes
Armour/All Add this value to all Armour types
Armour/Hack Done
Armour/Pierce Done
Armour/Crush Done
Attack/(Melee/Ranged/Charge)/All Add this value to all Attack types
Attack/(M/R/C)/Hack Done
Attack/(M/R/C)/Pierce Done
Attack/(M/R/C)/Crush Done
Attack/Melee/Bonuses Add a new or Alter an existing bonus to the melee attack of the entity.
Attack/Charge/Bonuses
Attack/Ranged/Bonuses
Attack/(M/R/C)/MaxRange Done
Attack/(M/R/C)/MinRange Done
Attack/(M/R/C)/PrepareTime Done
Attack/(M/R/C)/RepeatTime Done
Attack/Ranged/Spread Done
Attack/Capture/MaxRange Done
Attack/Capture/RepeatTime Done
Attack/Capture/Value Done
Barter/CONSTANT_DIFFERENCE These barter effects come from the Barter.js component.
Barter/DIFFERENCE_PER_DEAL
Barter/DIFFERENCE_RESTORE
Barter/RESTORE_TIMER_INTERVAL
Builder/Rate Done
BuildingAI/DefaultArrowCount Done Increase the number of default arrows fired by this structure.
BuildingAI/GarrisonArrowMultiplier Done Increase the number of arrows per garrisoned soldier.
BuildRestrictions/Territory Done Change the territories (own, neutral, ally, enemy) where a building can be constructed.
Capturable/CapturePoints Done
Capturable/RegenRate Done
Capturable/GarrisonRegenRate Done
Cost/PopulationBonus Done Increase the pop cap bonus this building gives.
Cost/BuildTime Done
Cost/Resources/food Done
Cost/Resources/wood Done
Cost/Resources/stone Done
Cost/Resources/metal Done
Formations/tokens Add formations for these units. May need a formation system overhaul, because right now the formations aren't really controlled in the entity templates.
GarrisonHolder/Max Done
GarrisonHolder/BuffHeal Done Increase or decrease the garrisoned healing rate of a structure.
GarrisonHolder/List/tokens Add or remove classes of units capable of garrisoning in this structure/
Heal/HP Done
Heal/Range Done
Heal/Rate Done
Health/Max Done
Health/RegenRate Done
Looter/Resource/food Done Add an extra bonus to the looter (a "plunder" unit can collect more resources)
Looter/Resource/wood Done Add an extra bonus to the looter (a "plunder" unit can collect more resources)
Looter/Resource/metal Done Add an extra bonus to the looter (a "plunder" unit can collect more resources)
Looter/Resource/stone Done Add an extra bonus to the looter (a "plunder" unit can collect more resources)
Pack/Time Done
ProductionQueue/BatchTimeFactor Done Used to modify the batch time bonus.
Promotion/RequiredXp Done Increase or decrease amount of XP needed to promote to next rank.
Player/MaxPopulation Done Change the maximum population limit
ResourceGatherer/BaseSpeed Done Affects all gathering rates within one value. Default is 1.0
ResourceGatherer/Rates/food.fish Done
ResourceGatherer/Rates/food.fruit Done
ResourceGatherer/Rates/food.grain Done
ResourceGatherer/Rates/food.meat Done
ResourceGatherer/Rates/wood.tree Done
ResourceGatherer/Rates/wood.ruins Done
ResourceGatherer/Rates/stone.rock Done
ResourceGatherer/Rates/stone.ruins Done
ResourceGatherer/Rates/metal.ore Done
ResourceGatherer/Capacities/food Done
ResourceGatherer/Capacities/wood Done
ResourceGatherer/Capacities/stone Done
ResourceGatherer/Capacities/metal Done
ResourceTrickle/Rates/food Done
ResourceTrickle/Rates/wood Done
ResourceTrickle/Rates/stone Done
ResourceTrickle/Rates/metal Done
ResourceSupply/Amount Change the supply of a resource, like farms or mines. Imagine a mining tech that "gives new life" to "exhausted" mines by increasing their amount of Metal or Stone.
Technology/ResearchTime
Technology/Resources/food
Technology/Resources/wood
Technology/Resources/stone
Technology/Resources/metal
TerritoryDecay/DecayRate Done Reduce or Increase building decay.
TerritoryInfluence/Root True or False.
TerritoryInfluence/Radius Done Increase the territory effect of this class of structure.
Trader/GainMultiplier Done Increase the profitability of a trading mission.
UnitMotion/WalkSpeed Done
UnitMotion/Run/Speed Done
UnitMotion/Charge/Speed I would like to have different values and states for "running" and "charging" Running usually 2x WalkSpeed, Charging usually 3x WalkSpeed
Vision/Range Done
VisualActor/Actor Done Could change the look of an object as a side effects of a technology.
Note: See TracWiki for help on using the wiki.