Rename blacksmith -> forge.
A blacksmith is a person, a forge is the blacksmith's workshop. This renames templates and corrects simulation and sound files. Patch by: @Nescio. Differential Revision: D2971 Approved by @genava55, @Gallaecio, @wraitii. This was SVN commit r23998.
This commit is contained in:
parent
2dd772c99f
commit
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@ -11,5 +11,5 @@
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<RandPitch>1</RandPitch>
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<Threshold>1</Threshold>
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<Path>audio/interface/complete/building</Path>
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<Sound>complete_blacksmith.ogg</Sound>
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<Sound>complete_forge.ogg</Sound>
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</SoundGroup>
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@ -10,5 +10,5 @@
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<RandPitch>1</RandPitch>
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<Threshold>1</Threshold>
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<Path>audio/interface/select/building</Path>
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<Sound>sel_blacksmith.ogg</Sound>
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<Sound>sel_forge.ogg</Sound>
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</SoundGroup>
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@ -1,3 +1,3 @@
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BLACKSMITH
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FORGE
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Research structure for all factions.
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Research weapon and armor upgrades for your units.
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@ -71,7 +71,7 @@ const oFortress = "structures/kush_fortress";
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const oTower = g_MapSettings.Size >= 256 && getDifficulty() >= 3 ? "structures/kush_defense_tower" : "structures/kush_sentry_tower";
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const oHouse = "structures/kush_house";
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const oMarket = "structures/kush_market";
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const oBlacksmith = "structures/kush_blacksmith";
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const oForge = "structures/kush_forge";
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const oBlemmyeCamp = "structures/kush_blemmye_camp";
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const oNubaVillage = "structures/kush_nuba_village";
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const oCivicCenter = "structures/kush_civil_centre";
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@ -181,7 +181,7 @@ const clTemple = g_Map.createTileClass();
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const clRitualPlace = g_Map.createTileClass();
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const clPyramid = g_Map.createTileClass();
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const clHouse = g_Map.createTileClass();
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const clBlacksmith = g_Map.createTileClass();
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const clForge = g_Map.createTileClass();
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const clStable = g_Map.createTileClass();
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const clElephantStables = g_Map.createTileClass();
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const clCivicCenter = g_Map.createTileClass();
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@ -300,10 +300,10 @@ const layoutKushCity = [
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"painters": new TileClassPainter(clMarket)
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},
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{
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"templateName": "uncapturable|" + oBlacksmith,
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"templateName": "uncapturable|" + oForge,
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"difficulty": "Very Easy",
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"constraints": avoidClasses(clBlacksmith, 30),
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"painters": new TileClassPainter(clBlacksmith)
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"constraints": avoidClasses(clForge, 30),
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"painters": new TileClassPainter(clForge)
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},
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{
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"templateName": oNubaVillage,
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@ -1061,7 +1061,7 @@ var areaCityBushes =
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clTower, 1,
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clFortress, 1,
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clHouse, 1,
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clBlacksmith, 1,
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clForge, 1,
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clElephantStables, 1,
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clStable, 1,
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clCivicCenter, 1,
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@ -271,10 +271,10 @@ Trigger.prototype.tutorialGoals = [
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}
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},
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{
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"instructions": markForTranslation("Build a Blacksmith and research the Infantry Training technology (sword icon) to improve infantry hack attack."),
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"instructions": markForTranslation("Build a Forge and research the Infantry Training technology (sword icon) to improve infantry hack attack."),
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"OnResearchQueued": function(msg)
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{
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if (msg.technologyTemplate && TriggerHelper.EntityMatchesClassList(msg.researcherEntity, "Blacksmith"))
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if (msg.technologyTemplate && TriggerHelper.EntityMatchesClassList(msg.researcherEntity, "Forge"))
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this.NextGoal();
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}
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},
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@ -1454,8 +1454,8 @@ PETRA.AttackPlan.prototype.update = function(gameState, events)
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// do not loose time destroying buildings which do not help enemy's defense and can be easily captured later
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if (this.target.hasDefensiveFire())
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{
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targetClassesUnit.avoid = targetClassesUnit.avoid.concat("House", "Storehouse", "Farmstead", "Field", "Blacksmith");
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targetClassesSiege.avoid = targetClassesSiege.avoid.concat("House", "Storehouse", "Farmstead", "Field", "Blacksmith");
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targetClassesUnit.avoid = targetClassesUnit.avoid.concat("House", "Storehouse", "Farmstead", "Field", "Forge");
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targetClassesSiege.avoid = targetClassesSiege.avoid.concat("House", "Storehouse", "Farmstead", "Field", "Forge");
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}
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if (this.unitCollUpdateArray === undefined || !this.unitCollUpdateArray.length)
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@ -18,7 +18,7 @@ PETRA.Config = function(difficulty, behavior)
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"fortressLapseTime": 390, // Time to wait between building 2 fortresses
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"popForBarracks1": 25,
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"popForBarracks2": 95,
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"popForBlacksmith": 65,
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"popForForge": 65,
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"numSentryTowers": 1
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};
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@ -260,7 +260,7 @@ PETRA.Config.prototype.setConfig = function(gameState)
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this.popScaling = Math.sqrt(maxPop / 300);
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this.Military.popForBarracks1 = Math.min(Math.max(Math.floor(this.Military.popForBarracks1 * this.popScaling), 12), Math.floor(maxPop/5));
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this.Military.popForBarracks2 = Math.min(Math.max(Math.floor(this.Military.popForBarracks2 * this.popScaling), 45), Math.floor(maxPop*2/3));
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this.Military.popForBlacksmith = Math.min(Math.max(Math.floor(this.Military.popForBlacksmith * this.popScaling), 30), Math.floor(maxPop/2));
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this.Military.popForForge = Math.min(Math.max(Math.floor(this.Military.popForForge * this.popScaling), 30), Math.floor(maxPop/2));
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this.Economy.popPhase2 = Math.min(Math.max(Math.floor(this.Economy.popPhase2 * this.popScaling), 20), Math.floor(maxPop/2));
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this.Economy.workPhase3 = Math.min(Math.max(Math.floor(this.Economy.workPhase3 * this.popScaling), 40), Math.floor(maxPop*2/3));
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this.Economy.workPhase4 = Math.min(Math.max(Math.floor(this.Economy.workPhase4 * this.popScaling), 45), Math.floor(maxPop*2/3));
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@ -570,10 +570,10 @@ PETRA.HQ.prototype.checkPhaseRequirements = function(gameState, queues)
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queue = "economicBuilding";
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break;
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}
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if (!gameState.getOwnEntitiesByClass("Blacksmith", true).hasEntities() &&
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this.canBuild(gameState, "structures/{civ}_blacksmith"))
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if (!gameState.getOwnEntitiesByClass("Forge", true).hasEntities() &&
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this.canBuild(gameState, "structures/{civ}_forge"))
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{
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plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_blacksmith", { "phaseUp": true });
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plan = new PETRA.ConstructionPlan(gameState, "structures/{civ}_forge", { "phaseUp": true });
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queue = "militaryBuilding";
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break;
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}
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@ -1896,17 +1896,17 @@ PETRA.HQ.prototype.buildDefenses = function(gameState, queues)
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}
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};
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PETRA.HQ.prototype.buildBlacksmith = function(gameState, queues)
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PETRA.HQ.prototype.buildForge = function(gameState, queues)
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{
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if (this.getAccountedPopulation(gameState) < this.Config.Military.popForBlacksmith ||
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queues.militaryBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Blacksmith", true).length)
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if (this.getAccountedPopulation(gameState) < this.Config.Military.popForForge ||
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queues.militaryBuilding.hasQueuedUnits() || gameState.getOwnEntitiesByClass("Forge", true).length)
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return;
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// Build a market before the blacksmith.
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// Build a Market before the Forge.
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if (!gameState.getOwnEntitiesByClass("Market", true).hasEntities())
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return;
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if (this.canBuild(gameState, "structures/{civ}_blacksmith"))
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queues.militaryBuilding.addPlan(new PETRA.ConstructionPlan(gameState, "structures/{civ}_blacksmith"));
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if (this.canBuild(gameState, "structures/{civ}_forge"))
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queues.militaryBuilding.addPlan(new PETRA.ConstructionPlan(gameState, "structures/{civ}_forge"));
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};
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/**
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@ -2734,7 +2734,7 @@ PETRA.HQ.prototype.update = function(gameState, queues, events)
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if (!this.saveResources)
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{
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this.buildBlacksmith(gameState, queues);
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this.buildForge(gameState, queues);
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this.buildTemple(gameState, queues);
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}
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@ -65,7 +65,7 @@ Identity.prototype.Schema =
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='VisibleClasses' a:help='Optional list of space-separated classes applying to this entity. These classes will also be visible in various GUI elements. If the classes need spaces, underscores will be replaced with spaces. Choices include: Amphitheater, Archer, ArmyCamp, Arsenal, ArtilleryTower, Axeman, Barracks, Bireme, Blacksmith, BoltShooter, BoltTower, Bribable, Camel, Cavalry, Champion, Chariot, Citizen, City, Civic, CivilCentre, Clubman, Colony, Corral, Council, Crossbowman, Defensive, Dock, Dog, Economic, Elephant, ElephantStable, Embassy, Farmstead, Field, Fireship, FishingBoat, Fortress, Gate, Gladiator, Gymnasium, Hall, Healer, Hero, House, Infantry, IshtarGate, Javelineer, Library, Lighthouse, Maceman, Melee, Market, Mercenary, Military, Monument, Naval, Outpost, Palace, Palisade, Pikeman, Pillar, Pyramid, Quinquereme, Ram, Range, Ranged, Relic, Resource, RotaryMill, SentryTower, Ship, Shipyard, Siege, SiegeTower, SiegeWall, Slave, Slinger, Soldier, Spearman, Stable, Stoa, StoneThrower, StoneTower, Storehouse, Support, Swordsman, Syssiton, Temple, TempleOfAmun, TempleOfApedemak, TempleOfMars, TempleOfVesta, Theater, Tower, Town, Trade, Trader, Trireme, TriumphalArch, Village, Wall, Warship, Wonder, Worker.'>" +
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"<element name='VisibleClasses' a:help='Optional list of space-separated classes applying to this entity. These classes will also be visible in various GUI elements. If the classes need spaces, underscores will be replaced with spaces. Choices include: Amphitheater, Archer, ArmyCamp, Arsenal, ArtilleryTower, Axeman, Barracks, Bireme, BoltShooter, BoltTower, Bribable, Camel, Cavalry, Champion, Chariot, Citizen, City, Civic, CivilCentre, Clubman, Colony, Corral, Council, Crossbowman, Defensive, Dock, Dog, Economic, Elephant, ElephantStable, Embassy, Farmstead, Field, Fireship, FishingBoat, Forge, Fortress, Gate, Gladiator, Gymnasium, Hall, Healer, Hero, House, Infantry, IshtarGate, Javelineer, Library, Lighthouse, Maceman, Melee, Market, Mercenary, Military, Monument, Naval, Outpost, Palace, Palisade, Pikeman, Pillar, Pyramid, Quinquereme, Ram, Range, Ranged, Relic, Resource, RotaryMill, SentryTower, Ship, Shipyard, Siege, SiegeTower, SiegeWall, Slave, Slinger, Soldier, Spearman, Stable, Stoa, StoneThrower, StoneTower, Storehouse, Support, Swordsman, Syssiton, Temple, TempleOfAmun, TempleOfApedemak, TempleOfMars, TempleOfVesta, Theater, Tower, Town, Trade, Trader, Trireme, TriumphalArch, Village, Wall, Warship, Wonder, Worker.'>" +
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"<attribute name='datatype'>" +
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"<value>tokens</value>" +
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"</attribute>" +
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@ -1,6 +1,6 @@
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{
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"type": "global",
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"affects": ["Blacksmith"],
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"affects": ["Forge"],
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"affectedPlayers": ["ExclusiveMutualAlly"],
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"modifications": [
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{ "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.85 },
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@ -10,5 +10,5 @@
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{ "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.85 }
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],
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"auraName": "Products from Gaul",
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"auraDescription": "Blacksmiths −15% technology resource costs and research time."
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"auraDescription": "Forges −15% technology resource costs and research time."
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}
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@ -88,7 +88,7 @@
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{
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"Name": "Products from Gaul",
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"History": "The Gauls produced and exported swords and scabbards, woolen and leather products, and other arms.",
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"Description": "Blacksmiths −15% technology resource costs and research time."
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"Description": "Forges −15% technology resource costs and research time."
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}
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],
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"Structures": [],
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@ -1,10 +1,10 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>skirm</Civ>
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</Identity>
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<SkirmishReplacer>
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<general>structures/{civ}_blacksmith</general>
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<general>structures/{civ}_forge</general>
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</SkirmishReplacer>
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<VisualActor>
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<Actor>structures/hellenes/blacksmith.xml</Actor>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>athen</Civ>
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<SpecificName>Chalkeōn</SpecificName>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Cost>
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<PopulationBonus>2</PopulationBonus>
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</Cost>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>cart</Civ>
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</Identity>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Cost>
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<PopulationBonus>2</PopulationBonus>
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</Cost>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>iber</Civ>
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<SpecificName>Harotz</SpecificName>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>kush</Civ>
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<SpecificName>hmw hʿy n rȝ-ʿ</SpecificName>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>mace</Civ>
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<SpecificName>Chalkeōn</SpecificName>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>maur</Civ>
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<SpecificName>Lohakāra</SpecificName>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>pers</Civ>
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<SpecificName>Arštišta</SpecificName>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>ptol</Civ>
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<SpecificName>Chalkeōn</SpecificName>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>rome</Civ>
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<SpecificName>Armāmentārium</SpecificName>
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>sele</Civ>
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<SpecificName>Chalkeōn</SpecificName>
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_military_blacksmith">
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<Entity parent="template_structure_military_forge">
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<Identity>
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<Civ>spart</Civ>
|
||||
<SpecificName>Chalkeōn</SpecificName>
|
@ -19,11 +19,11 @@
|
||||
<SpawnEntityOnDeath>decay|rubble/rubble_stone_4x4</SpawnEntityOnDeath>
|
||||
</Health>
|
||||
<Identity>
|
||||
<GenericName>Blacksmith</GenericName>
|
||||
<SelectionGroupName>template_structure_military_blacksmith</SelectionGroupName>
|
||||
<GenericName>Forge</GenericName>
|
||||
<SelectionGroupName>template_structure_military_forge</SelectionGroupName>
|
||||
<Tooltip>Research attack and armor technologies.</Tooltip>
|
||||
<Classes datatype="tokens">-ConquestCritical</Classes>
|
||||
<VisibleClasses datatype="tokens">Town Blacksmith</VisibleClasses>
|
||||
<VisibleClasses datatype="tokens">Town Forge</VisibleClasses>
|
||||
<Icon>structures/blacksmith.png</Icon>
|
||||
<RequiredTechnology>phase_town</RequiredTechnology>
|
||||
</Identity>
|
||||
@ -52,8 +52,8 @@
|
||||
</ProductionQueue>
|
||||
<Sound>
|
||||
<SoundGroups>
|
||||
<select>interface/select/building/sel_blacksmith.xml</select>
|
||||
<constructed>interface/complete/building/complete_blacksmith.xml</constructed>
|
||||
<select>interface/select/building/sel_forge.xml</select>
|
||||
<constructed>interface/complete/building/complete_forge.xml</constructed>
|
||||
</SoundGroups>
|
||||
</Sound>
|
||||
<TerritoryInfluence>
|
@ -37,7 +37,7 @@
|
||||
structures/{civ}_sentry_tower
|
||||
structures/{civ}_dock
|
||||
structures/{civ}_barracks
|
||||
structures/{civ}_blacksmith
|
||||
structures/{civ}_forge
|
||||
structures/{civ}_temple
|
||||
structures/{civ}_market
|
||||
structures/{civ}_defense_tower
|
||||
|
@ -39,7 +39,7 @@
|
||||
structures/{civ}_sentry_tower
|
||||
structures/{civ}_dock
|
||||
structures/{civ}_barracks
|
||||
structures/{civ}_blacksmith
|
||||
structures/{civ}_forge
|
||||
structures/{civ}_temple
|
||||
structures/{civ}_market
|
||||
structures/{civ}_defense_tower
|
||||
|
@ -16,7 +16,7 @@
|
||||
structures/{civ}_sentry_tower
|
||||
structures/{civ}_dock
|
||||
structures/{civ}_barracks
|
||||
structures/{civ}_blacksmith
|
||||
structures/{civ}_forge
|
||||
structures/{civ}_temple
|
||||
structures/{civ}_market
|
||||
structures/{civ}_defense_tower
|
||||
|
Loading…
Reference in New Issue
Block a user