Version 27 (modified by 8 years ago) ( diff ) | ,
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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/IdleRegenRate | 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 | |
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. | |
ResourceTrickle/Rates/food | Done | |
ResourceTrickle/Rates/wood | Done | |
ResourceTrickle/Rates/stone | Done | |
ResourceTrickle/Rates/metal | Done | |
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. |
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