Lion.Kanzen Posted February 25, 2022 Report Share Posted February 25, 2022 (edited) there should be immunity to adverse effects (Status effect) like fire armor or poison (inmunity) https://code.wildfiregames.com/rP26474 For example stone buildings like fortress or wall bring protection against this effect. Edited February 25, 2022 by Lion.Kanzen 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 25, 2022 Author Report Share Posted February 25, 2022 Full Armor (Protection) Fortress Walls (except Palisades) Parcial armor Towers CC. Temple. Less Armor anything made by stone. Marvels/Wonders No armor Houses Markets Fields. Farmsteads. Warehouse. Armory/Arsenal/Blacksmith 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 26, 2022 Report Share Posted February 26, 2022 On 25/02/2022 at 8:13 AM, Lion.Kanzen said: there should be immunity to adverse effects (Status effect) like fire armor or poison (inmunity) Buildings are immune to poison. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 26, 2022 Author Report Share Posted February 26, 2022 4 minutes ago, Stan` said: Buildings are immune to poison. Not all to fire. Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 26, 2022 Report Share Posted February 26, 2022 15 minutes ago, Lion.Kanzen said: Not all to fire. Well the point was that they would be vulnerable. <Resistance> <Entity> <ApplyStatus> <Poisoned> <Duration>0.0</Duration> <BlockChance>1</BlockChance> </Poisoned> </ApplyStatus> ... </Entity> <Foundation> <ApplyStatus> <Poisoned> <Duration>0.0</Duration> <BlockChance>1</BlockChance> </Poisoned> </ApplyStatus> ... </Foundation> </Resistance> You can change the block chance and reduce the duration of the effect in the structures' templates. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 26, 2022 Author Report Share Posted February 26, 2022 (edited) 6 minutes ago, Stan` said: Well the point was that they would be vulnerable. <Resistance> <Entity> <ApplyStatus> <Poisoned> <Duration>0.0</Duration> <BlockChance>1</BlockChance> </Poisoned> </ApplyStatus> ... </Entity> <Foundation> <ApplyStatus> <Poisoned> <Duration>0.0</Duration> <BlockChance>1</BlockChance> </Poisoned> </ApplyStatus> ... </Foundation> </Resistance> You can change the block chance and reduce the duration of the effect in the structures' templates. there are some buildings that should have damage reduction technologies. Technologies do no harm. have more tech is good for the game. Edited February 26, 2022 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted February 26, 2022 Report Share Posted February 26, 2022 15 minutes ago, Lion.Kanzen said: Technologies do no harm. have more tech is good for the game. Depends on who you ask, I say. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 26, 2022 Author Report Share Posted February 26, 2022 I haven't considered organic units for fire damage yet. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 11, 2022 Author Report Share Posted October 11, 2022 For example, if we have archers with fire damage. This would need to be considered. Quote Link to comment Share on other sites More sharing options...
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