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forked from 0ad/0ad

[Gameplay A24] - Move Citizen Soldier health increase from phase progression to promotion.

Patch by: @Nescio
Differential revision: D3315
Reviewed by: @borg-, @wraitii
This was SVN commit r24544.
This commit is contained in:
Freagarach 2021-01-11 12:35:24 +00:00
parent d6ff007088
commit f7a6aa6f70
6 changed files with 12 additions and 16 deletions

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@ -11,15 +11,14 @@
"number": 4
}
},
"requirementsTooltip": "Requires 4 Town Structures.",
"requirementsTooltip": "Requires four Town Structures.",
"supersedes": "phase_town_athen",
"replaces": ["phase_city"],
"icon": "city_phase.png",
"researchTime": 60,
"tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Silver Owls civ bonus grants an extra +10% metal gather rate to all workers. Citizen Soldiers +10% health. All structures +9 garrisoned regeneration rate.",
"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +50% territory influence radius. Structures +9 capture points regeneration rate per garrisoned unit. Workers +10% metal gather rate.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 9, "affects": "Structure" },
{ "value": "Health/Max", "multiply": 1.1, "affects": "Citizen Soldier" },
{ "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.5, "affects": "CivCentre" }
],

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@ -14,15 +14,14 @@
"number": 4
}
},
"requirementsTooltip": "Requires 4 Town Structures.",
"requirementsTooltip": "Requires four Town Structures.",
"supersedes": "phase_town_generic",
"replaces": ["phase_city"],
"icon": "city_phase.png",
"researchTime": 60,
"tooltip": "Advance to City Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by another +50%. Citizen Soldiers +10% health. All structures +9 garrisoned regeneration rate.",
"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +50% territory influence radius. Structures +9 capture points regeneration rate per garrisoned unit. Workers +10% metal gather rate.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 9, "affects": "Structure" },
{ "value": "Health/Max", "multiply": 1.1, "affects": "Citizen Soldier" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.5, "affects": "CivCentre" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"

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@ -11,15 +11,14 @@
"number": 5
}
},
"requirementsTooltip": "Requires 5 Village Structures.",
"requirementsTooltip": "Requires five Village Structures.",
"supersedes": "phase_village",
"replaces": ["phase_town"],
"icon": "town_phase.png",
"researchTime": 30,
"tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. 'Silver Owls' civ bonus grants an extra +10% metal gather rate to all workers. Citizen Soldiers +20% health. All structures +7 garrisoned regeneration rate.",
"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +30% territory influence radius. Structures +7 capture points regeneration rate per garrisoned unit. Workers +10% metal gather rate.",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 7, "affects": "Structure" },
{ "value": "Health/Max", "multiply": 1.2, "affects": "Citizen Soldier" },
{ "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.3, "affects": "CivCentre" }
],

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@ -14,15 +14,14 @@
"number": 5
}
},
"requirementsTooltip": "Requires 5 Village Structures.",
"requirementsTooltip": "Requires five Village Structures.",
"supersedes": "phase_village",
"replaces": ["phase_town"],
"icon": "town_phase.png",
"researchTime": 30,
"tooltip": "Advance to Town Phase, which unlocks more structures and units. Territory radius for Civic Centers increased by +30%. Citizen Soldiers +20% health. All structures +7 garrisoned regeneration rate.",
"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +30% territory influence radius. Structures +7 capture points regeneration rate per garrisoned unit",
"modifications": [
{ "value": "Capturable/GarrisonRegenRate", "add": 7, "affects": "Structure" },
{ "value": "Health/Max", "multiply": 1.2, "affects": "Citizen Soldier" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.3, "affects": "CivCentre" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"

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@ -1,7 +1,7 @@
{
"autoResearch": true,
"icon": "upgrade_advanced.png",
"tooltip": "Advanced and Elite units +20% training time, +1 armor, +10% health, +0.7 capture attack strength, +20% loot, and −30% gather speed; Healers +5 healing strength and +3 healing range; Melee units +20% attack damage; Ranged units −10% spread.",
"tooltip": "Advanced and Elite units +20% training time, +25% health, +1 resistance, +0.7 capture attack strength, +20% loot, and −30% gather speed; Healers +5 healing strength and +3 healing range; Melee units +20% attack damage; Ranged units −10% spread.",
"modifications": [
{ "value": "Attack/Capture/Capture", "add": 0.7 },
{ "value": "Attack/Melee/Damage/Hack", "multiply": 1.2, "affects": "Melee" },
@ -9,7 +9,7 @@
{ "value": "Attack/Melee/Damage/Crush", "multiply": 1.2, "affects": "Melee" },
{ "value": "Attack/Ranged/Spread", "multiply": 0.9, "affects": "Ranged" },
{ "value": "Cost/BuildTime", "multiply": 1.2 },
{ "value": "Health/Max", "multiply": 1.1 },
{ "value": "Health/Max", "multiply": 1.25 },
{ "value": "Heal/Range", "add": 3, "affects": "Healer" },
{ "value": "Heal/Health", "add": 5, "affects": "Healer" },
{ "value": "Loot/food", "multiply": 1.2 },

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@ -1,7 +1,7 @@
{
"autoResearch": true,
"icon": "upgrade_elite.png",
"tooltip": "Elite units +20% training time, +1 armor, +10% health, +0.8 capture attack strength, +20% loot, and −30% gather speed; Healers +5 healing strength and +3 healing range; Melee units +20% attack damage; Ranged units −10% spread.",
"tooltip": "Elite units +20% training time, +25% health, +1 resistance, +0.8 capture attack strength, +20% loot, and −30% gather speed; Healers +5 healing strength and +3 healing range; Melee units +20% attack damage; Ranged units −10% spread.",
"modifications": [
{ "value": "Attack/Capture/Capture", "add": 0.8 },
{ "value": "Attack/Melee/Damage/Hack", "multiply": 1.2, "affects": "Melee" },
@ -9,7 +9,7 @@
{ "value": "Attack/Melee/Damage/Crush", "multiply": 1.2, "affects": "Melee" },
{ "value": "Attack/Ranged/Spread", "multiply": 0.9, "affects": "Ranged" },
{ "value": "Cost/BuildTime", "multiply": 1.2 },
{ "value": "Health/Max", "multiply": 1.1 },
{ "value": "Health/Max", "multiply": 1.25 },
{ "value": "Heal/Range", "add": 3, "affects": "Healer" },
{ "value": "Heal/Health", "add": 5, "affects": "Healer" },
{ "value": "Loot/food", "multiply": 1.2 },