Disallow certain civs to use certain techs (which could have become available after capturing a building of a different civ). Patch by fatherbushido. Fixes #3902

This was SVN commit r18030.
This commit is contained in:
sanderd17 2016-04-14 11:33:48 +00:00
parent 317e2b259d
commit f4bfe7c3ad
32 changed files with 68 additions and 77 deletions

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@ -5,13 +5,13 @@
"iber": "Toledo Steel"
},
"description": "Secret steel working techniques give sword blades distinctive and beautiful markings. Not only that, but the steel's hardness is unparalleled.",
"cost": {"food": 0, "wood": 200, "stone": 0, "metal": 200},
"requirements": {"tech": "phase_city"},
"cost": { "food": 0, "wood": 200, "stone": 0, "metal": 200 },
"requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "iber" }, { "civ": "maur" }] }] },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "metalworker.png",
"researchTime": 60,
"tooltip": "+2 attack for all sword units.",
"modifications": [{"value": "Attack/Melee/Hack", "add": 2.0}],
"modifications": [{ "value": "Attack/Melee/Hack", "add": 2.0 }],
"affects": ["Sword"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -1,5 +1,6 @@
{
"genericName": "Walls build time vs. Health",
"top": "buildtime_walls_rubble",
"bottom": "health_walls_geometric_masonry"
"bottom": "health_walls_geometric_masonry",
"requirements": { "notciv": "iber" }
}

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@ -5,17 +5,17 @@
"spart": "Megalópolis"
},
"description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology.",
"cost": {"food": 0, "wood": 0, "stone": 750, "metal": 750},
"requirements": { "class": "Town", "number": 4 },
"cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 },
"requirements": { "all": [{ "class": "Town", "number": 4 }, { "notciv": "athen" }] },
"requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
"supersedes": "phase_town",
"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%",
"modifications": [
{"value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre"},
{"value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier"},
{"value": "Capturable/GarrisonRegenRate", "add": 1.5, "affects": "Structure"}
{ "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre" },
{ "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" },
{ "value": "Capturable/GarrisonRegenRate", "add": 1.5, "affects": "Structure" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"
}

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@ -4,8 +4,8 @@
"athen": "Megalópolis"
},
"description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Athenian city phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.",
"cost": {"food": 0, "wood": 0, "stone": 750, "metal": 750},
"requirements": { "class": "Town", "number": 4 },
"cost": { "food": 0, "wood": 0, "stone": 750, "metal": 750 },
"requirements": { "all": [{ "class": "Town", "number": 4 }, { "civ": "athen" }] },
"requirementsTooltip": "Requires 4 new Town Phase structures (except Walls and Civic Centers).",
"supersedes": "phase_town_athen",
"replaces": ["phase_city"],
@ -13,10 +13,10 @@
"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.",
"modifications": [
{"value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker"},
{"value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre"},
{"value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier"},
{"value": "Capturable/GarrisonRegenRate", "add": 1.5, "affects": "Structure"}
{ "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.50, "affects": "CivCentre" },
{ "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" },
{ "value": "Capturable/GarrisonRegenRate", "add": 1.5, "affects": "Structure" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"
}

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@ -6,16 +6,16 @@
},
"description": "Advances from a small village to a bustling town, ready to expand rapidly.",
"cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 },
"requirements": { "class": "Village", "number": 5 },
"requirements": { "all": [{ "class": "Village", "number": 5 }, { "notciv": "athen" }] },
"requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
"supersedes": "phase_village",
"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%",
"modifications": [
{"value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre"},
{"value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier"},
{"value": "Capturable/GarrisonRegenRate", "add": 2.0, "affects": "Structure"}
{ "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre" },
{ "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" },
{ "value": "Capturable/GarrisonRegenRate", "add": 2.0, "affects": "Structure" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"
}

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@ -4,8 +4,8 @@
"athen": "Kōmópolis"
},
"description": "Advances from a small village to a bustling town, ready to expand rapidly. This is the Athenian town phase, where metal gathering rates are boosted because of the 'Silver Owls' bonus.",
"cost": {"food": 500, "wood": 500, "stone": 0, "metal": 0},
"requirements": { "class": "Village", "number": 5 },
"cost": { "food": 500, "wood": 500, "stone": 0, "metal": 0 },
"requirements": { "all": [{ "class": "Village", "number": 5 }, { "civ": "athen" }] },
"requirementsTooltip": "Requires 5 Village Phase structures (except Palisades and Farm Fields).",
"supersedes": "phase_village",
"replaces": ["phase_town"],
@ -13,10 +13,10 @@
"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.",
"modifications": [
{"value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker"},
{"value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre"},
{"value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier"},
{"value": "Capturable/GarrisonRegenRate", "add": 2.0, "affects": "Structure"}
{ "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Worker" },
{ "value": "TerritoryInfluence/Radius", "multiply": 1.30, "affects": "CivCentre" },
{ "value": "Health/Max", "multiply": 1.2, "affects": "CitizenSoldier" },
{ "value": "Capturable/GarrisonRegenRate", "add": 2.0, "affects": "Structure" }
],
"soundComplete": "interface/alarm/alarm_phase.xml"
}

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@ -1,13 +1,13 @@
{
"genericName": "Armor plating",
"description": "Increased armor on siege weapons",
"cost": {"food": 0, "wood": 500, "stone": 0, "metal": 250},
"requirements": {"tech": "phase_city"},
"cost": { "food": 0, "wood": 500, "stone": 0, "metal": 250 },
"requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "armor_plates_gold.png",
"researchTime": 40,
"tooltip": "All Siege weapons +2 Hack armor levels.",
"modifications": [{"value": "Armour/Hack", "add": 2.0}],
"modifications": [{ "value": "Armour/Hack", "add": 2.0 }],
"affects": ["Siege"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -1,8 +1,8 @@
{
"genericName": "Advanced Siege",
"description": "Advanced technologies improve siege efficiency",
"cost": {"food": 0, "wood": 1000, "stone": 0, "metal": 500},
"requirements": {"tech": "phase_city"},
"cost": { "food": 0, "wood": 1000, "stone": 0, "metal": 500 },
"requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "siege_ram.png",
"researchTime": 40,

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@ -1,13 +1,13 @@
{
"genericName": "Bolt Accuracy",
"description": "Improvement to projectile accuracy",
"cost": {"food": 0, "wood": 250, "stone": 0, "metal": 250},
"requirements": {"tech": "phase_city"},
"cost": { "food": 0, "wood": 250, "stone": 0, "metal": 250 },
"requirements": { "all": [{ "tech": "phase_city" }, { "all": [{ "notciv": "brit"}, { "notciv": "gaul" }, { "notciv": "iber" }, { "notciv": "maur" }, { "notciv": "pers" }] } ]},
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "accuracy_bolt.png",
"researchTime": 40,
"tooltip": "Bolt shooter accuracy increased 25%.",
"modifications": [{"value": "Attack/Ranged/Spread", "multiply": 0.8}],
"modifications": [{ "value": "Attack/Ranged/Spread", "multiply": 0.8 }],
"affects": ["Bolt Shooter"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -1,13 +1,13 @@
{
"genericName": "Metalworker",
"description": "Siege weapons require less metal resource",
"cost": {"food": 500, "wood": 500, "stone": 250, "metal": 0},
"requirements": {"tech": "phase_city"},
"cost": { "food": 500, "wood": 500, "stone": 250, "metal": 0 },
"requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "metalworker.png",
"researchTime": 40,
"tooltip": "Siege weapons cost 20% less metal",
"modifications": [{"value": "Cost/Resources/metal", "multiply": 0.8}],
"modifications": [{ "value": "Cost/Resources/metal", "multiply": 0.8 }],
"affects": ["Siege"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -1,13 +1,13 @@
{
"genericName": "Artillery Instructors",
"description": "Siege weapons cost less wood",
"cost": {"food": 500, "wood": 0, "stone": 250, "metal": 500},
"requirements": {"tech": "phase_city"},
"cost": { "food": 500, "wood": 0, "stone": 250, "metal": 500 },
"requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "maur" }] },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "anvil.png",
"researchTime": 40,
"tooltip": "Siege weapons cost 20% less wood",
"modifications": [{"value": "Cost/Resources/wood", "multiply": 0.8}],
"modifications": [{ "value": "Cost/Resources/wood", "multiply": 0.8 }],
"affects": ["Siege"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -1,13 +1,13 @@
{
"genericName": "Conscription",
"description": "Significantly increase training speed of soldiers at the barracks by training them in large batches or battalions.",
"cost": {"food": 500, "wood": 0, "stone": 0, "metal": 0},
"requirements": {"tech": "phase_city"},
"cost": { "food": 500, "wood": 0, "stone": 0, "metal": 0 },
"requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "pers" }] },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "fist_spear.png",
"researchTime": 40,
"tooltip": "Faster batch training speed for the Barracks.",
"modifications": [{"value": "ProductionQueue/BatchTimeModifier", "add": -0.1}],
"modifications": [{ "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 }],
"affects": ["Barracks"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -1,13 +1,13 @@
{
"genericName": "Naval Architects",
"description": "Significantly increase build speed of batches of ships at the Dock.",
"cost": {"food": 200, "wood": 200, "stone": 0, "metal": 0},
"requirements": {"tech": "phase_city"},
"cost": { "food": 200, "wood": 200, "stone": 0, "metal": 0 },
"requirements": { "all": [{ "tech": "phase_city" }, { "notciv": "cart" }] },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "calipers.png",
"researchTime": 40,
"tooltip": "Docks increased batch construction speed bonus.",
"modifications": [{"value": "ProductionQueue/BatchTimeModifier", "add": -0.1}],
"modifications": [{ "value": "ProductionQueue/BatchTimeModifier", "add": -0.1 }],
"affects": ["Dock"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -7,8 +7,8 @@
"rome": "Regio Cohors"
},
"description": "Guard units (Champions) are professionals who wield the best weapons and have the best training.",
"cost": {"food": 0, "wood": 0, "stone": 0, "metal": 1000},
"requirements": {"tech": "phase_city"},
"cost": { "food": 0, "wood": 0, "stone": 0, "metal": 1000 },
"requirements": { "all": [{ "tech": "phase_city" }, { "any": [{ "civ": "brit"}, { "civ": "gaul"}, { "civ": "iber"}, { "civ": "mace"}, { "civ": "maur" }, { "civ": "rome" }] }] },
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "helmet_corinthian_crest.png",
"researchTime": 90,

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@ -21,11 +21,6 @@
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Technologies datatype="tokens">
-unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/athenians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>

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@ -23,6 +23,9 @@
units/{civ}_champion_infantry_barracks
units/{civ}_champion_cavalry_barracks
</Entities>
<Technologies datatype="tokens">
unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/britons/barracks.xml</Actor>

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@ -22,11 +22,6 @@
<Obstruction>
<Static width="22.0" depth="23.0"/>
</Obstruction>
<ProductionQueue>
<Technologies datatype="tokens">
-unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/carthaginians/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>

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@ -23,6 +23,9 @@
units/{civ}_champion_infantry_barracks
units/{civ}_champion_cavalry_barracks
</Entities>
<Technologies datatype="tokens">
unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/celts/barracks.xml</Actor>

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@ -16,6 +16,9 @@
units/{civ}_champion_infantry_barracks
units/{civ}_champion_cavalry_barracks
</Entities>
<Technologies datatype="tokens">
unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/iberians/barracks.xml</Actor>

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@ -26,6 +26,9 @@
units/{civ}_champion_infantry_a_barracks
units/{civ}_champion_cavalry_barracks
</Entities>
<Technologies datatype="tokens">
unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/macedonians/barracks.xml</Actor>

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@ -19,6 +19,7 @@
</Entities>
<Technologies datatype="tokens">
mauryans/special_archery_tradition
unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>

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@ -45,7 +45,6 @@
units/ptol_cavalry_javelinist_merc_b
</Entities>
<Technologies datatype="tokens">
-unlock_champion_units
upgrade_rank_advanced_infantry
upgrade_rank_elite_infantry
upgrade_rank_advanced_cavalry

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@ -19,7 +19,6 @@
persians/training_conscription_infantry
persians/special_archery_tradition
-training_conscription
-unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>

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@ -36,7 +36,6 @@
</Entities>
<Technologies datatype="tokens">
-training_conscription
-unlock_champion_units
persians/training_levy_cavalry
persians/training_conscription_cavalry
successors/special_war_horses

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@ -20,11 +20,6 @@
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Technologies datatype="tokens">
-unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/ptolemies/barracks.xml</Actor>
</VisualActor>

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@ -47,7 +47,6 @@
units/ptol_cavalry_javelinist_merc_b
</Entities>
<Technologies datatype="tokens">
-unlock_champion_units
upgrade_rank_advanced_infantry
upgrade_rank_elite_infantry
upgrade_rank_advanced_cavalry

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@ -26,6 +26,9 @@
units/{civ}_champion_infantry_barracks
units/{civ}_champion_cavalry_barracks
</Entities>
<Technologies datatype="tokens">
unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/romans/barracks.xml</Actor>

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@ -17,6 +17,7 @@
siege_armor
siege_cost_metal
siege_cost_wood
siege_bolt_accuracy
</Technologies>
</ProductionQueue>
<VisualActor>

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@ -20,11 +20,6 @@
<Obstruction>
<Static width="20.0" depth="20.0"/>
</Obstruction>
<ProductionQueue>
<Technologies datatype="tokens">
-unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/seleucids/barracks.xml</Actor>
<FoundationActor>structures/fndn_5x5.xml</FoundationActor>

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@ -27,6 +27,7 @@
siege_armor
siege_cost_metal
siege_cost_wood
siege_bolt_accuracy
successors/special_war_horses
successors/special_parade_of_daphne
</Technologies>

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@ -25,9 +25,6 @@
<Entities datatype="tokens">
units/{civ}_champion_infantry_sword
</Entities>
<Technologies datatype="tokens">
-unlock_champion_units
</Technologies>
</ProductionQueue>
<VisualActor>
<Actor>structures/spartans/barracks.xml</Actor>

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@ -45,8 +45,8 @@
<ProductionQueue>
<BatchTimeModifier>0.8</BatchTimeModifier>
<Entities datatype="tokens">
units/{civ}_infantry_spearman_b
units/{civ}_infantry_pikeman_b
units/{civ}_infantry_spearman_b
units/{civ}_infantry_pikeman_b
units/{civ}_infantry_swordsman_b
units/{civ}_infantry_javelinist_b
units/{civ}_infantry_slinger_b
@ -59,7 +59,6 @@
<Technologies datatype="tokens">
heal_barracks
training_conscription
unlock_champion_units
</Technologies>
</ProductionQueue>
<Sound>