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First time making new techs, any tips?


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I was vaccinated today and was forced to stay at home today so I started messing around with technologies part of the game. Eventually I tried my hand at making some new ones and of course I got some questions about it like what are the unit's classes/tags, ie: human,soldier....., ? And can I be more specific ? Like using cavalry, champions,.... I ask the same for structures.

So here's  what I've done till now

Archimedes' Screw 

  • Phase II, farmstead
  • +10% grain gather rate for all units.
  •  +10% faster metal collection for all units.

Here's what I have:

{
    "genericName": "Archimedes' Screw",
    "description": "An engineous contraption able to transfer water or any other liquid to higher elevations, facilitating the irregation of fields and the transport of mineral clumps.",
    "cost": {
        "wood": 300,
        "metal": 200
    },
    "supersedes": "gather_farming_plows",
    "requirements": { "tech": "phase_town" },
    "requirementsTooltip": "Unlocked in Town Phase.",
    "icon": "farming_training.png",
    "researchTime": 50,
    "tooltip": "Workers +10% grain and metal gather rate.",
    "modifications": [
        { "value": "ResourceGatherer/Rates/food.grain", "multiply": 1.2 },
        { "value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.2 }
    ],
    "affects": ["Worker"],
    "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}
 

 

 

Ballistics

  • Phase III, workshop
  • Adds/Increases area damage on siege engines by (x) aumount and increases their projectile speed.
  • 300 stone 300 metal

#I have no idea how to do this.

 

 

Secret Police

  • Phase I, sentry tower
  • +10 meters of LOS ( line of sight) to all structures and units.

Have I missed something?

{
    "genericName": "Secret Police",
    "description": " Infiltration of the lower classes by informants loyal to their ruler, effectively increased their hold on their territory and subjects. Increases the line of sight of all human troops.",
    "cost": {
        "food": 200,
        "metal": 100
    },
    "requirements": { "tech": "phase_village" },
    "icon": "pigeon.png",
    "researchTime": 40,
    "tooltip": "+20% vision range for human units.",
    "affects": ["Human"],
    "modifications": [
        { "value": "Vision/Range", "multiply": 1.2 }
    ],
    "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

 

 

 

Archimedes Odometer 

  • Phase II, CC
  • Structures are built 20% faster.

# I've made this but  I don't what to put in here, "    "affects": ["****"],   "  

{
    "genericName": "Archimedes's Odometer",
    "description": "This distance measuring machine made masonry not only faster but more precise as one could easily determine the distance covered by counting the droped pebbles.",
    "cost": {
        "stone": 400,
        "metal": 200
    },
    "requirements": {
        "all": [
            { "tech": "phase_town" },
            { "civ": "syrac" }
        ]
    },
    "icon": "statue_face_stone.png",
    "researchTime": 60,
    "tooltip": "Structures −20% build time and resources cost",
    "affects": ["Builder"],
    "modifications": [
        { "value": "Builder/Rate", "multiply": 1.25 }
    ],
    "soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

 

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10 hours ago, PyrrhicVictoryGuy said:

what are the unit's classes/tags, ie: human,soldier....., ?

Those are defined in the entity's template and specifically in the Identity component.

10 hours ago, PyrrhicVictoryGuy said:

And can I be more specific ?

Yes, you can be more specific, see e.g. the ArcheryTradition tech.

10 hours ago, PyrrhicVictoryGuy said:

Adds/Increases area damage on siege engines by (x) aumount and increases their projectile speed.

Projectile speed can't be changed, look in the Attack.js component, line 617, we use the template value instead of a modified one (see e.g. L658, where you can see that spread *can* be changed using a tech).
Area damage can only be changed if it had it already and you'll need to find the path to modify (e.g. "Attack/<attacktype>/Splash/<property>").

11 hours ago, PyrrhicVictoryGuy said:

Have I missed something?

Not that I can see. But what problem do you have? Is it not researchable, does it give an error, is there no effect after upgrading?

11 hours ago, PyrrhicVictoryGuy said:

I've made this but  I don't what to put in here, "    "affects": ["****"],   "

See e.g. the Persian Architecture and the Carthaginian Colonisation technologies.

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Thanks @Freagarach, I just wanted to see if I got the badics down since I didn't find anything on the wiki about techs. About your last point about ther persian znd kart techs , these affect the civic center right? As they have the civic tag, but what if i wanted target buildins like houses and barracks but not towers , forts or Cc?

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7 hours ago, PyrrhicVictoryGuy said:

Thanks @Freagarach, I just wanted to see if I got the badics down since I didn't find anything on the wiki about techs. About your last point about ther persian znd kart techs , these affect the civic center right? As they have the civic tag, but what if i wanted target buildins like houses and barracks but not towers , forts or Cc?

You look in the parent templates for the classes. :) 

For instance:

  <Identity>
    <GenericName>Archery Range</GenericName>
    <SpecificName>Archery Range</SpecificName>
    <Tooltip>Train ranged citizen-infantry. Research training improvements for ranged infantry.</Tooltip>
    <Icon>structures/range.png</Icon>
    <Classes datatype="tokens">ArcheryRange</Classes>
    <VisibleClasses datatype="tokens">
	  Village
	  Range
    </VisibleClasses>
    <RequiredTechnology>phase_village</RequiredTechnology>
  </Identity>

This section of the archery range template (in Delenda Est) tells you there are 3 classes added: ArcheryRange, Village, and Range. You can use any of those classes for the "affects" line in a tech:

    "affects": ["Range"],

 

If you wanted to affect Ranges and Houses, it would be:

	"affects": ["Range", "House"],

Because the House template has "House" as a class.

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