fixes
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1d6c530ab5
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76cddc0e34
3 changed files with 38 additions and 16 deletions
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@ -6900,7 +6900,7 @@ chemistry_workshop_01 = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_1_cost
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cost_gold = very_expensive_building_tier_1_cost
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province_modifier = {
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stationed_chemical_weapons_damage_mult = high_maa_damage_tier_1
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@ -6960,7 +6960,7 @@ chemistry_workshop_02 = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_2_cost
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cost_gold = very_expensive_building_tier_2_cost
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province_modifier = {
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stationed_chemical_weapons_damage_mult = high_maa_damage_tier_2
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@ -7001,7 +7001,7 @@ chemistry_workshop_03 = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_3_cost
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cost_gold = very_expensive_building_tier_3_cost
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province_modifier = {
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stationed_chemical_weapons_damage_mult = high_maa_damage_tier_3
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@ -7038,7 +7038,7 @@ chemistry_workshop_04 = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_4_cost
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cost_gold = very_expensive_building_tier_4_cost
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province_modifier = {
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stationed_chemical_weapons_damage_mult = high_maa_damage_tier_4
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@ -7074,7 +7074,7 @@ air_dock_01 = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_1_cost
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cost_gold = very_expensive_building_tier_1_cost
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province_modifier = {
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stationed_airship_damage_mult = high_maa_damage_tier_1
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@ -7134,7 +7134,7 @@ air_dock_02 = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_2_cost
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cost_gold = very_expensive_building_tier_2_cost
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province_modifier = {
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stationed_airship_damage_mult = high_maa_damage_tier_2
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@ -7175,7 +7175,7 @@ air_dock_03 = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_3_cost
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cost_gold = very_expensive_building_tier_3_cost
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province_modifier = {
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stationed_airship_damage_mult = high_maa_damage_tier_3
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@ -7212,7 +7212,7 @@ air_dock_04 = {
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building_requirement_tribal = no
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}
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cost_gold = expensive_building_tier_4_cost
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cost_gold = very_expensive_building_tier_4_cost
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province_modifier = {
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stationed_airship_damage_mult = high_maa_damage_tier_4
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@ -296,6 +296,7 @@
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@cheap_cost_base = 100
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@normal_cost_base = 150
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@expensive_cost_base = 200
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@very_expensive_cost_base = 500
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@main_cost_base = 400
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@tribal_cost_base = 75
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@ -307,6 +308,7 @@
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@cheap_cost_scale_addition_per_tier = 50
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@normal_cost_scale_addition_per_tier = 100
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@expensive_cost_scale_addition_per_tier = 150
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@very_expensive_cost_scale_addition_per_tier = 200
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@main_cost_scale_addition_per_tier = 150
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@tribal_cost_scale_addition_per_tier = 25
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@ -629,6 +631,16 @@ building_disable_inefficient_value_add = 5
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@expensive_cost_tier_7 = @[expensive_cost_tier_6 + 7*7*expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0]
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@expensive_cost_tier_8 = @[expensive_cost_tier_7 + 8*8*expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0]
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@very_expensive_cost_tier_1 = @[very_expensive_cost_base] #values progress quadratically for tiers from T3 onwards. The addition at the end is to have nice, round numbers displayed
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@very_expensive_cost_tier_2 = @[very_expensive_cost_tier_1 + very_expensive_cost_scale_addition_per_tier]
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@very_expensive_cost_tier_3 = @[very_expensive_cost_tier_2 + 3*3*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0]
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@very_expensive_cost_tier_4 = @[very_expensive_cost_tier_3 + 4*4*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0]
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@very_expensive_cost_tier_5 = @[very_expensive_cost_tier_4 + 5*5*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0]
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@very_expensive_cost_tier_6 = @[very_expensive_cost_tier_5 + 6*6*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0]
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@very_expensive_cost_tier_7 = @[very_expensive_cost_tier_6 + 7*7*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0]
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@very_expensive_cost_tier_8 = @[very_expensive_cost_tier_7 + 8*8*very_expensive_cost_scale_addition_per_tier*building_cost_scaling_modifier_expensive + 0]
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@main_cost_tier_1 = @[main_cost_base]
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@main_cost_tier_2 = @[main_cost_tier_1 + main_cost_scale_addition_per_tier]
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@main_cost_tier_3 = @[main_cost_tier_2 + main_cost_scale_addition_per_tier]
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@ -1291,6 +1303,16 @@ expensive_building_tier_6_cost = @[expensive_cost_tier_6]
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expensive_building_tier_7_cost = @[expensive_cost_tier_7]
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expensive_building_tier_8_cost = @[expensive_cost_tier_8]
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# Expensive Buildings
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expensive_building_tier_1_cost = @[very_expensive_cost_tier_1]
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expensive_building_tier_2_cost = @[very_expensive_cost_tier_2]
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expensive_building_tier_3_cost = @[very_expensive_cost_tier_3]
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expensive_building_tier_4_cost = @[very_expensive_cost_tier_4]
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expensive_building_tier_5_cost = @[very_expensive_cost_tier_5]
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expensive_building_tier_6_cost = @[very_expensive_cost_tier_6]
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expensive_building_tier_7_cost = @[very_expensive_cost_tier_7]
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expensive_building_tier_8_cost = @[very_expensive_cost_tier_8]
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# Main Buildings (Castle, Temple, City)
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main_building_tier_1_cost = @[main_cost_tier_1]
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main_building_tier_2_cost = @[main_cost_tier_2]
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@ -209,17 +209,17 @@
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air_dock_3_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_3')|0]#!"
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air_dock_4_effect_desc: "$unlocks_building_desc$[airship|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('airships_building_limit_bonus_4')|0]#!"
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chemistry_workshop_01: "Chemical Workshop"
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chemistry_workshop_01_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
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building_type_chemistry_workshop_01: "Chemical Workshop"
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building_type_chemistry_workshop_01_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
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chemistry_workshop_02: "Chemical Workshop"
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chemistry_workshop_02_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
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building_type_chemistry_workshop_02: "Chemical Workshop"
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building_type_chemistry_workshop_02_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
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chemistry_workshop_03: "Chemical Workshop"
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chemistry_workshop_03_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA(toxic_gas_slingers).GetName] and other units that require this noxious force, specialized buildings must be raised."
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building_type_chemistry_workshop_03: "Chemical Workshop"
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building_type_chemistry_workshop_03_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA(toxic_gas_slingers).GetName] and other units that require this noxious force, specialized buildings must be raised."
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chemistry_workshop_04: "Chemical Workshop"
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chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
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building_type_chemistry_workshop_04: "Chemical Workshop"
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building_type_chemistry_workshop_04_desc: "Chemical Weapons call for dedicated production, storage and maintenance to remain functional. In order to recruit [GetMaA('toxic_gas_slingers').GetName] and other units that require this noxious force, specialized buildings must be raised."
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building_chemistry_workshop_01: "Chemical Workshop"
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building_chemistry_workshop_01_desc: "A Workshop at which Chemical Weapons can be stored, maintained and manufactured."
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chemistry_workshop_1_effect_desc: "$unlocks_building_desc$[chemical_weapons|E] [men_at_arms|E] Recruitment Limit: #P +[EmptyScope.ScriptValue('toxic_gas_slingers_building_limit_bonus_1')|0]#!"
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