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/Damage/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.
Current Modifications
Tech Modification | Status | Notes |
---|---|---|
Attack/{Attack Type}/Bonuses/{Bonus Name}/Multiplier | Done | Add a new or Alter an existing bonus to the melee attack of the entity. |
Attack/{Attack Type}/ElevationBonus | Done | |
Attack/{Attack Type}/MaxRange | Done | |
Attack/{Attack Type}/MinRange | Done | |
Attack/{Attack Type}/PrepareTime | Done | |
Attack/{Attack Type}/RepeatTime | Done | |
Attack/{Attack Type}/Splash/Range | Done | |
Attack/{Attack Type}/Splash/Damage/{DamageType} | Done | Where {Damage Type} is "Crush", "Hack" or "Pierce"
|
Attack/Ranged/Spread | Done | |
AutoBuildable/Rate | Done | |
BuildRestrictions/Distance/MaxDistance | Done | |
BuildRestrictions/Distance/MinDistance | Done | |
BuildRestrictions/Territory | Done | Change the territories (own, neutral, ally, enemy) where a building can be constructed. |
Builder/Entities/_string | Done | |
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. |
BuildingAI/MaxArrowCount | Done | |
Capturable/CapturePoints | Done | |
Capturable/GarrisonRegenRate | Done | |
Capturable/RegenRate | Done | |
Cost/BuildTime | Done | |
Cost/PopulationBonus | Done | Increase the pop cap bonus this building gives. |
Cost/Population | Done | |
Cost/Resources/{Resource Type} | Done | |
DeathDamage/Range | Done | Where {Damage Type} is "Crush", "Hack" or "Pierce"
|
GarrisonHolder/BuffHeal | Done | Increase or decrease the garrisoned healing rate of a structure. |
GarrisonHolder/Max | Done | |
GarrisonHolder/List/_string | Done | Add or remove classes of units capable of garrisoning in this structure. |
Heal/Health | Done | |
Heal/Interval | Done | |
Heal/Range | Done | |
Health/IdleRegenRate | Done | |
Health/Max | Done | |
Health/RegenRate | Done | |
Loot/{Resource Type} | Done | |
Loot/Resource/{Resource Type} | Done | Notice you can only affect them via tech, as the looter component has no schema. |
Looter/xp | Done | |
Market/InternationalBonus | Done | |
Pack/Time | Done | |
Player/BarterMultiplier/Buy/{Resource Type} | Done | |
Player/BarterMultiplier/Sell/{Resource Type} | Done | |
Player/MaxPopulation | Done | |
Player/SpyCostMultiplier | Done | |
ProductionQueue/BatchTimeModifier | Done | Used to modify the batch time bonus. |
ProductionQueue/Entities/_string | Done | |
ProductionQueue/Technologies/_string | Done | |
ProductionQueue/TechCostMultiplier/{Resource Type} | Done | Used to modify the technology cost. |
Promotion/RequiredXp | Done | Increase or decrease amount of XP needed to promote to next rank. |
Promotion/TrickleRate | Done | Trickle of XP gained each second. |
Resistance/{Foundation|Entity}/Capture | Done | Add this value to all Resistance types of that form.
|
Resistance/{Foundation|Entity}/Damage/{Damage Type} | Done | |
ResourceDropsite/Types | Done | |
ResourceGatherer/BaseSpeed | Done | Affects all gathering rates within one value. Default is 1.0 |
ResourceGatherer/Capacities/{Resource Type} | Done | |
ResourceGatherer/Rates/{Resource Type} | Done | |
ResourceSupply/DiminishingReturns | Done | |
ResourceTrickle/Interval | Done | |
ResourceTrickle/Rates/{Resource Type} | Done | |
TerritoryDecay/DecayRate | Done | Reduce or Increase building decay. |
TerritoryInfluence/Radius | Done | Increase the territory effect of this class of structure. |
Trader/GainMultiplier | Done | Increase the profitability of a trading mission. |
Trader/GarrisonGainMultiplier | Done | |
UnitMotion/RunMultiplier | Done | |
UnitMotion/WalkSpeed | Done | |
Upgrade/Cost/{Resource Type} | Done | |
Upgrade/Time | Done | |
Vision/Range | Done | |
VisionSharing/Duration | Done | |
VisualActor/Actor | Done | |
VisualActor/FoundationActor | Done | Could change the look of an object as a side effects of a technology. |
Planned Modifications
Tech Modification | Notes |
---|---|
Attack/{Attack Type}/All | Add this value to all the Damage types of that attack.
|
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. |
Loot/Trader/{Resource Type} | Affect the trader resource recuperation. Currently 100% is taken |
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. |
TerritoryInfluence/Root | True or False. |