forked from mirrors/0ad
Reduce defensive_wall* duplication
Including:
Remove LongWall from gates
Change the ("unused") gate cost component in more reasonable number and
adapt the repairTimeRatio with it to keep the health/second the same
Patch By: Nescio
Differential Revision: https://code.wildfiregames.com/D1794
This was SVN commit r22325.
This commit is contained in:
+1
-13
@@ -7,22 +7,12 @@
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<Capturable>
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<CapturePoints>1200</CapturePoints>
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</Capturable>
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<Cost>
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<BuildTime>25</BuildTime>
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<Resources>
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<stone>20</stone>
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</Resources>
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</Cost>
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<Footprint>
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<Square width="6.0" depth="6.0"/>
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<Height>8.0</Height>
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</Footprint>
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<Health>
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<Max>3000</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_2x2</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Classes datatype="tokens">Defensive StoneWall</Classes>
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<Classes datatype="tokens">StoneWall</Classes>
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<GenericName>Stone Wall</GenericName>
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<Tooltip>Wall off your town for a stout defense.</Tooltip>
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<Icon>structures/wall.png</Icon>
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@@ -35,8 +25,6 @@
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<Obstruction>
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<Static width="6.0" depth="6.0"/>
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</Obstruction>
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<ProductionQueue disable=""/>
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<RallyPoint disable=""/>
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<Repairable>
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<RepairTimeRatio>4.5</RepairTimeRatio>
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</Repairable>
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+14
-8
@@ -1,13 +1,19 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_defensive_wall_long">
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<Auras disable=""/>
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<!-- We don't disable the Cost component, although gates cannot be built directly, as Cost/BuildTime is required to prevent instantaneous repair -->
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<Entity parent="template_structure_defensive_wall">
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<!-- We need a Cost component, although gates cannot be built directly, as Cost/BuildTime is required to prevent instantaneous repair -->
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<Cost>
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<BuildTime>38</BuildTime>
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<Resources>
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<stone>60</stone>
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</Resources>
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</Cost>
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<GarrisonHolder disable=""/>
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<Gate>
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<PassRange>20</PassRange>
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</Gate>
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<Health>
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<Max op="mul">0.85</Max>
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<Max>2500</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_wall_long</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Classes datatype="tokens">Gates</Classes>
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@@ -23,10 +29,8 @@
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<Door width="20.0" depth="6.5" x="0" z="0"/>
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</Obstructions>
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</Obstruction>
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<ProductionQueue disable=""/>
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<RallyPoint disable=""/>
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<Repairable>
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<RepairTimeRatio op="mul">0.85</RepairTimeRatio>
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</Repairable>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_gate.xml</select>
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@@ -37,5 +41,7 @@
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<gate_unlocked>interface/select/building/sel_gate.xml</gate_unlocked>
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</SoundGroups>
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</Sound>
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<Upgrade disable=""/>
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<VisualActor>
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<FoundationActor>structures/fndn_9x3_wall.xml</FoundationActor>
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</VisualActor>
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</Entity>
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+2
-1
@@ -35,13 +35,14 @@
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</VisibleGarrisonPoints>
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</GarrisonHolder>
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<Health>
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<Max>3000</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_wall_long</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Classes datatype="tokens">LongWall</Classes>
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<Tooltip>Long wall segments can be converted to gates.</Tooltip>
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</Identity>
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<RallyPoint/>
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<ProductionQueue disable=""/>
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<Upgrade>
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<Gate>
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<Entity>structures/{civ}_wall_gate</Entity>
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+1
-1
@@ -32,7 +32,7 @@
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<Max>2000</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_wall_medium</SpawnEntityOnDeath>
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</Health>
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<RallyPoint/>
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<ProductionQueue disable=""/>
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<VisualActor>
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<FoundationActor>structures/fndn_6x3_wall.xml</FoundationActor>
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</VisualActor>
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+2
@@ -10,6 +10,8 @@
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<Max>1000</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_wall_short</SpawnEntityOnDeath>
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</Health>
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<ProductionQueue disable=""/>
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<RallyPoint disable=""/>
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<VisualActor>
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<FoundationActor>structures/fndn_3x3_wall.xml</FoundationActor>
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</VisualActor>
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+2
-30
@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_defensive">
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<Entity parent="template_structure_defensive_wall">
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<Attack>
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<Ranged>
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<Hack>0.0</Hack>
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@@ -29,23 +29,12 @@
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<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
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<GarrisonArrowClasses>Infantry</GarrisonArrowClasses>
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</BuildingAI>
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<BuildRestrictions>
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<PlacementType>land-shore</PlacementType>
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<Category>Wall</Category>
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</BuildRestrictions>
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<Capturable>
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<CapturePoints>1200</CapturePoints>
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</Capturable>
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<Cost>
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<BuildTime>80</BuildTime>
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<Resources>
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<stone>90</stone>
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</Resources>
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</Cost>
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<Footprint>
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<Square width="6.0" depth="6.0"/>
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<Height>8.0</Height>
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</Footprint>
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<GarrisonHolder>
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<Max>2</Max>
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<EjectHealth>0.1</EjectHealth>
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@@ -61,16 +50,10 @@
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<Identity>
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<GenericName>Wall Turret</GenericName>
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<Tooltip>Shoots arrows. Garrison to defend a city wall against attackers.</Tooltip>
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<Classes datatype="tokens">StoneWall Tower</Classes>
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<Classes datatype="tokens">Tower</Classes>
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<Icon>structures/tower.png</Icon>
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<RequiredTechnology>phase_town</RequiredTechnology>
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</Identity>
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<Loot>
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<wood>0</wood>
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<stone>15</stone>
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</Loot>
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<Obstruction>
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<Static width="6.0" depth="6.0"/>
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<ControlPersist/>
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</Obstruction>
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<ProductionQueue>
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@@ -79,9 +62,6 @@
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pair_walls_01
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</Technologies>
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</ProductionQueue>
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<Repairable>
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<RepairTimeRatio>4.5</RepairTimeRatio>
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</Repairable>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_tower.xml</select>
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@@ -91,14 +71,6 @@
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<StatusBars>
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<HeightOffset>20.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay>
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<DecayRate>5.0</DecayRate>
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</TerritoryDecay>
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<TerritoryInfluence>
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<Root>false</Root>
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<Radius>20</Radius>
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<Weight>65535</Weight>
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</TerritoryInfluence>
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<Vision>
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<Range>60</Range>
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</Vision>
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