== Technology Modifications == Technologies can modify the stats and properties of game [wiki:Entity entities], using the `modifications` list of a given [wiki:Technology_Templates 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 [http://svn.wildfiregames.com/entity-docs/ 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|| {{{#!tr style="background: LightGreen" ||!Armour/Hack|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Armour/Pierce|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Armour/Crush|| Done || || }}} ||Attack/(!Melee/Ranged)/All|| ||Add this value to all Attack types|| {{{#!tr style="background: LightGreen" ||Attack/(!Melee/Ranged)/Hack|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(!Melee/Ranged)/Pierce|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(!Melee/Ranged)/Crush|| Done || || }}} ||!Attack/Melee/Bonuses|| ||Add a new or Alter an existing bonus to the melee attack of the entity.|| ||!Attack/Ranged/Bonuses|| || || {{{#!tr style="background: LightGreen" ||Attack/(!Melee/Ranged)/!MaxRange|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(!Melee/Ranged)/!MinRange|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(!Melee/Ranged)/!PrepareTime|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(!Melee/Ranged)/!RepeatTime|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Attack/Ranged/Spread|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Attack/Capture/MaxRange|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Attack/Capture/RepeatTime|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Attack/Capture/Value|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Builder/Rate|| Done || || }}} {{{#!tr style="background: LightGreen" ||BuildingAI/DefaultArrowCount|| Done ||Increase the number of default arrows fired by this structure.|| }}} {{{#!tr style="background: LightGreen" ||BuildingAI/GarrisonArrowMultiplier|| Done ||Increase the number of arrows per garrisoned soldier.|| }}} {{{#!tr style="background: LightGreen" ||BuildingAI/MaxArrowCount|| Done || || }}} {{{#!tr style="background: LightGreen" ||!BuildRestrictions/Territory|| Done ||Change the territories (own, neutral, ally, enemy) where a building can be constructed.|| }}} {{{#!tr style="background: LightGreen" ||!BuildRestrictions/Distance/MinDistance|| Done || || }}} {{{#!tr style="background: LightGreen" ||!BuildRestrictions/Distance/MaxDistance|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Capturable/CapturePoints|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Capturable/RegenRate|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Capturable/GarrisonRegenRate|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/PopulationBonus|| Done ||Increase the pop cap bonus this building gives.|| }}} {{{#!tr style="background: LightGreen" ||!Cost/BuildTime|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/Resources/food|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/Resources/wood|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/Resources/stone|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/Resources/metal|| Done || || }}} {{{#!tr style="background: LightGreen" ||!DeathDamage/(!Hack/Ranged/Crush)|| 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.|| {{{#!tr style="background: LightGreen" ||!GarrisonHolder/Max|| Done || || }}} {{{#!tr style="background: LightGreen" ||!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/|| {{{#!tr style="background: LightGreen" ||Heal/HP|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Heal/Range|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Heal/Rate|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Health/IdleRegenRate|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Health/Max|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Health/RegenRate|| Done || || }}} {{{#!tr style="background: LightGreen" ||Loot/food|| Done || || }}} {{{#!tr style="background: LightGreen" ||Loot/wood|| Done || || }}} {{{#!tr style="background: LightGreen" ||Loot/metal|| Done || || }}} {{{#!tr style="background: LightGreen" ||Loot/stone|| Done || || }}} {{{#!tr style="background: LightGreen" ||Loot/xp|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Looter/Resource/food|| Done || Add an extra bonus to the looter (a "plunder" unit can collect more resources) || }}} {{{#!tr style="background: LightGreen" ||!Looter/Resource/wood|| Done || Add an extra bonus to the looter (a "plunder" unit can collect more resources) || }}} {{{#!tr style="background: LightGreen" ||!Looter/Resource/metal|| Done || Add an extra bonus to the looter (a "plunder" unit can collect more resources) || }}} {{{#!tr style="background: LightGreen" ||!Looter/Resource/stone|| Done || Add an extra bonus to the looter (a "plunder" unit can collect more resources) || }}} {{{#!tr style="background: LightGreen" ||!Market/InternationalBonus|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Pack/Time|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Player/BarterMultiplier/Buy/(res)|| Done ||Used to modify the barter buy prices of the resource (res).|| }}} {{{#!tr style="background: LightGreen" ||!Player/BarterMultiplier/Sell/(res)|| Done ||Used to modify the barter sell prices of the resource (res).|| }}} {{{#!tr style="background: LightGreen" ||!Player/MaxPopulation|| Done ||Change the maximum population limit.|| }}} {{{#!tr style="background: LightGreen" ||!ProductionQueue/BatchTimeFactor|| Done ||Used to modify the batch time bonus.|| }}} {{{#!tr style="background: LightGreen" ||!ProductionQueue/TechCostMultiplier/food|| Done ||Used to modify the technology food cost.|| }}} {{{#!tr style="background: LightGreen" ||!ProductionQueue/TechCostMultiplier/wood|| Done ||Used to modify the technology wood cost.|| }}} {{{#!tr style="background: LightGreen" ||!ProductionQueue/TechCostMultiplier/stone|| Done ||Used to modify the technology stone cost.|| }}} {{{#!tr style="background: LightGreen" ||!ProductionQueue/TechCostMultiplier/metal|| Done ||Used to modify the technology metal cost.|| }}} {{{#!tr style="background: LightGreen" ||!ProductionQueue/TechCostMultiplier/time|| Done ||Used to modify the technology research time.|| }}} {{{#!tr style="background: LightGreen" ||!Promotion/RequiredXp|| Done ||Increase or decrease amount of XP needed to promote to next rank.|| }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/BaseSpeed|| Done ||Affects all gathering rates within one value. Default is 1.0|| }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/food.fish|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/food.fruit|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/food.grain|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/food.meat|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/wood.tree|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/wood.ruins|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/stone.rock|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/stone.ruins|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/metal.ore|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Capacities/food|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Capacities/wood|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Capacities/stone|| Done || || }}} {{{#!tr style="background: LightGreen" ||!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.|| {{{#!tr style="background: LightGreen" ||!ResourceSupply/DiminishingReturns|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceTrickle/Rates/food|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceTrickle/Rates/wood|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceTrickle/Rates/stone|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceTrickle/Rates/metal|| Done || || }}} {{{#!tr style="background: LightGreen" ||!TerritoryDecay/DecayRate|| Done ||Reduce or Increase building decay.|| }}} ||!TerritoryInfluence/Root|| ||True or False.|| {{{#!tr style="background: LightGreen" ||!TerritoryInfluence/Radius|| Done ||Increase the territory effect of this class of structure.|| }}} {{{#!tr style="background: LightGreen" ||!Trader/GainMultiplier|| Done ||Increase the profitability of a trading mission.|| }}} {{{#!tr style="background: LightGreen" ||!UnitMotion/WalkSpeed|| Done || || }}} {{{#!tr style="background: LightGreen" ||!UnitMotion/Run/Speed|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Upgrade/Cost/food|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Upgrade/Cost/wood|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Upgrade/Cost/stone|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Upgrade/Cost/metal|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Upgrade/Time|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Vision/Range|| Done || || }}} {{{#!tr style="background: LightGreen" ||!VisionSharing/Duration|| Done || || }}} {{{#!tr style="background: LightGreen" ||!VisualActor/Actor|| Done ||Could change the look of an object as a side effects of a technology.|| }}}