Changes between Initial Version and Version 1 of List:_Entities:_Player:_Structures


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Timestamp:
Jun 15, 2009, 11:53:06 PM (15 years ago)
Author:
Erik Johansson
Comment:

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  • List:_Entities:_Player:_Structures

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     1List: Entities: Player: Structures
     2
     3STRUCTURE CLASSES
     4
     5Building Hierarchy
     6
     7VILLAGE PHASE
     8
     9
     10Civic Centre (Village Centre=>Town Centre=>City Centre)
     11Requirements: Settlement.
     12Footprint: 5x5.
     13LOS: 1.
     14Housing: +10.
     15Garrison: 15 (Foot, Support). 5 propped (Ranged Infantry) and attack opponents in range.
     16Train:
     17=> 1 Hacker Infantry, 1 Ranged Infantry, 1 Cavalry (unit depends on civ).
     18=> Female Citizen.
     19Advancement:
     20=> Upgrade to Town Centre (requires 2 different Village production structures: Farmstead, Mill or Village Centre).
     21=> Upgrade to City Centre (requires 2 different Town production structures: Barracks, Market, Temple or Dock).
     22Special:
     23=> 1 per Province.
     24=> Must be built on a Settlement.
     25=> If destroyed, Settlement site is revealed.
     26=> A player cannot build or gather in a Province unless he has a Village Centre on the Settlement for that Province (adjustable at Session Creation).
     27
     28
     29
     30House
     31Requirements: Village Centre.
     32Footprint: 2x2.
     33LOS: 1.
     34Housing: +5.
     35
     36
     37Farmstead
     38Requirements: Village Centre
     39Footprint: 3x3 Farmstead; 2 6x3 Lots; 2 3x6 Lots.
     40LOS: 1.
     41Housing: +5.
     42Garrison: 5 (Foot, Support).
     43Special:
     44=> 2 per Province.
     45=> Vacant Lots appear at positions around it as long as they're not obstructed.
     46Field
     47Requirements: Farmstead.
     48Footprint: 3x6/6x3.
     49LOS: 0.
     50Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation.
     51Production:
     52Special:
     53=> Must be built on Vacant Lot.
     54=> Infinite supply.
     55=> Garrisoned units "gather" to generate Food.
     56=> Decays if left unattended (ungarrisoned) for a while.
     57Corral
     58Requirements: Farmstead.
     59Footprint: 3x6/6x3.
     60LOS: 0.
     61Garrison: 6 (Herdable animals). All propped and perform idle/graze animation.
     62Production:
     63Special:
     64=> Must be built on Vacant Lot.
     65=> Infinite supply.
     66=> Garrisoned units "gather" to generate Food.
     67=> Garrisoned animals do not fatten.
     68
     69Mill
     70Requirements: Village Centre.
     71Footprint: 3x3.
     72LOS: 1.
     73Special:
     74=> "Gather" Aura: Infantry Citizen Soldiers can only gather Wood, Stone and Ore from objects that are in range of this Aura. Aura covers 9 tile radius, and affects a maximum of 8 Infantry Citizen Soldiers at a time.
     75
     76Outpost
     77Requirements: Village Centre.
     78Footprint: 1x1.
     79LOS: 2.
     80Garrison: 3 (Ranged Infantry). All propped and attack opponents in range.
     81Wall
     82Requirements: Village Centre.
     83Footprint: 1x1.
     84LOS: 1.
     85Special:
     86=> Can be built in shallows.
     87Tower
     88Requirements: Unbroken wall of specified length.
     89Footprint: 1x1.
     90LOS: 1.
     91Garrison: 5 (Ranged Infantry). All propped and attack opponents in range.
     92Special:
     93=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments.
     94Gate (Upgrade)
     95Requirements: Unbroken wall of specified length.
     96Footprint: 1x2.
     97LOS: 1.
     98Special:
     99=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments.
     100=> Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed).
     101TOWN PHASE
     102
     103
     104Dock
     105Requirements: Town Centre.
     106Footprint: 4x4.
     107LOS: 1.
     108Housing: +15.
     109Train: Merchantman, Bireme, Trireme, Quinquereme.
     110Special:
     111=> 1 per Province.
     112=> Must be built on shoreline.
     113=> Merchantmen use them as waypoints in trade route.
     114
     115
     116
     117Market
     118Requirements: Town Centre.
     119Footprint: 4x4.
     120LOS: 1.
     121Housing: +10.
     122Garrison: 10 (Traders). No prop points.
     123Train: Trader.
     124Special:
     125=> 1 per Province.
     126=> Traders use them as waypoints in trade route.
     127=> Has special market interface to barter resources.
     128
     129
     130
     131Barracks
     132Requirements: Town Centre.
     133Footprint: 4x4.
     134LOS: 1.
     135Train:
     136=> Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.
     137=> Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.
     138=> Onager, Ballista, Ram.
     139Special:
     140=> 2 per Province by default (adjustable at Session Creation).
     141
     142
     143
     144Temple
     145Requirements: Town Centre.
     146Footprint: 3x3.
     147LOS: 1.
     148Housing: +5.
     149Train: => Healer.
     150Special:
     151=> "Heal" Aura regenerates health of nearby damaged organic units.
     152
     153
     154CITY PHASE
     155
     156 
     157Fortress
     158Requirements: City Centre.
     159Footprint: 5x5.
     160LOS: 1.
     161Housing: +20.
     162Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range.
     163Train:
     164=> Super Infantry Unit, Super Cavalry/Siege Unit.
     165=> Hero1, Hero2, Hero3.
     166CODE
     167
     168<Entity Tag="Name of Entity." Parent="Entity's Parent."
     169   // It uses this Actor.
     170   <Actor
     171       primary="Primary Actor name."
     172   ></Actor>
     173   <Actions>
     174       // It can train/research these units and techs.
     175       <Create
     176           entitylist="List of entity tags it can train."
     177           techlist="List of tech tags it can research."
     178           construct="Modifier to the default rate of construction, if needed."
     179       ></Create>
     180       // This gives the Market a resource-trading interface.
     181       <Barter
     182           foodratio="1 (1:1 ratio for Food.)"
     183           woodratio="2 (2:1 ratio for Wood.)"
     184           stoneratio="2 2:1 ratio for Stone.)"
     185           oreratio="4 (4:1 ratio for Ore.)"
     186       ></Barter>
     187       // Gates have a Lock ability to lock the Gate open or closed.
     188       <Lock></Lock>
     189       </Actions>
     190   <Traits>
     191       <Id
     192           specific="Specific name of structure (civ version)."
     193           generic="Generic name of structure (class version)."
     194           civ="List of civilisations that can create this structure."
     195           civ_code="4-character codes of civilisations that can create this structure."
     196           class1="Primary class: structure."
     197           class2="Secondary class: eg norm."
     198           class3="Tertiary class: eg military."
     199           icon="Icon name for structure's portrait."
     200           rollover="Localised rollover text for GUI description."
     201           history="History paragraph for GUI description."
     202           type="Additional descriptor categories for structure."
     203           version="Version number."
     204           internal_only="false"
     205           type.structure="true"
     206           type ... etc
     207           (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)
     208       </Id>
     209       // It has this ability to resist damage.
     210       <Armour
     211           value="Armour value."
     212           crush="Crush percentage."
     213           hack="Hack percentage."
     214           pierce="Pierce percentage."
     215       ></Armour>
     216       // A couple of structures use Auras eg Mills create a Gather area, Temples heal.
     217       <Aura
     218           name="Name of the Aura (localised)."
     219           affects="List of entity tags or groups affected by this Aura."
     220           allegiance="List of player groups affected by this Aura."
     221           radius="Size of Aura range."
     222           time="Time target must stay in Aura before effect occurs."
     223           cooldown="Time to wait before starting the timer for another target."
     224           hitpoints="Target can't have more than this percentage of its hitpoints."
     225           duration="How long the effect will remain on the target once applied."
     226       ></Aura>
     227       // Specify the logic of the Aura effect under the condition that it occurs.
     228       <event on="AuraTime" ![CDATA[
     229           // Scripting goes here.
     230       ]]></event>
     231       // These are the constraints under which the structure can be built.
     232       <Creation
     233           costfood="How much Food it will cost to build."
     234           costore="How much Wood it will cost to build."
     235           coststone="How much Stone it will cost to build."
     236           costwood="How much Wood it will cost to build."
     237           phase="The player must upgrade to this phase before he can build it."
     238           req="List of other entities that must be created before he can build it."
     239           time="Time it takes to build it."
     240           distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."
     241           limit="Player cannot have more than this number of this structure per Civ Centre."
     242           location="The structure can only be built upon an entity of this type (eg Civ Centre on Settlement). They should have the same footprint size."
     243           zvariance="Degree of terrain height variance permissible for the structure to be built at this location."
     244           paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."
     245           buildclear="If true, clears all entities in the footprint when entity is placed."
     246           flattensterrain="If true, when placed, this entity flattens the terrain it sits on."
     247           placeanywhere="If true, ignores collision boundaries and can be built on anything."
     248       ></Creation>
     249       // Units can be garrisoned and propped.
     250       <Garrison
     251           list="List of entity types that can garrison."
     252           capacity="Number of entities that can garrison."
     253           ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."
     254           proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."
     255           proplist="List of entities that can appear at prop points."
     256           autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."
     257       ></Garrison>
     258       // Specify the effects applied to garrisoned units.
     259       <event on="GarrisonEnter" ![CDATA[
     260              // Regeneration rate is increased +1.
     261              ev.target.health.regen++;
     262       ]]></event>
     263       <event on="SocketEnter" ![CDATA[
     264           // If garrisoned unit is at a prop point,
     265              // His LOS and attack range is +1.
     266              ev.target.traits.vision.los++;
     267              ev.target.traits.attack.range++;
     268              // His armour is +2.
     269              ev.target.traits.armour.value = ev.target.traits.armour.value+2;
     270       ]]></event>
     271       // Occurs when structure is ungarrisoned.
     272       <event on="GarrisonEmpty" ![CDATA[
     273              // Reduce current hitpoints until structure is regarrisoned or destroyed.
     274              ev.entity.traits.health.hpcurr--;
     275       ]]></event>
     276       // Structure can take this much damage.
     277       <Health
     278           curr="Structure's current hitpoints."
     279           hitpoints="Structure's maximum hitpoints."
     280           decay="Rate of hitpoint decay."
     281           vacant="Hitpoints decay if left unattended for this time."
     282           nohpbar="If true, no hitpoint bar."
     283       ></Health>
     284       // Quantity of resources received in plunder when destroying this structure.
     285       <Loot
     286           food="Resources received in plunder."
     287           wood="Resources received in plunder."
     288           stone="Resources received in plunder."
     289           ore="Resources received in plunder."
     290           up="Number of upgrade points to give when destroyed."
     291       ></Loot>
     292       // How is this structure represented on the Mini-Map?
     293       <MiniMap
     294           red="Minimap RGB red value."
     295           green="Minimap RGB green value."
     296           blue="Minimap RGB blue value."
     297           class="Minimap class (typically Structure)."
     298       ></MiniMap>
     299       // How much housing the structure adds to population limit.
     300       <Population
     301           add="Number of housing points to add to Population Limit."
     302       ></Population>
     303       // Quantity of contained resources for eg Fields.
     304       <Supply
     305           curr="Current supply."
     306           supply="Maximum quantity of Supply."
     307           initial="Initial supply when first created (if doesn't start at max)."
     308           regen="Rate of supply regeneration."
     309           type="Supply resource."
     310           subtype="Subtype of supply resource, if appropriate."
     311           decay="Rate of supply decay."
     312           vacant="Supply decays if left unattended for this time."
     313           lootondeath="Percentage of current supply is added to Resource Pool of destroyer."
     314       ></Supply>
     315       // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.
     316       <Transform
     317           newentity="Entity name of other structure to become."
     318           food="Amount of Food to upgrade to new entity."
     319           wood="Amount of Wood to upgrade to new entity."
     320           stone="Amount of Stone to upgrade to new entity."
     321           ore="Amount of Ore to upgrade to new entity."
     322           time="Amount of Time to upgrade to new entity."
     323           req="List of required entities to upgrade to new entity."
     324           phase="Phase required to upgrade to new entity."
     325       ></Transform>
     326       // The structure's visibility.
     327       <Vision
     328           LOS="1"
     329       ></Vision>
     330   </Traits>
     331></Entity>