首先了解一下部分奇观的被动技能不是技能,而是科技,当奇观被摧毁时会回滚这个科技,去掉已获得的科技加成,具体参考可这个帖:如何实现亚洲文明重建奇观?https://www.aoebbs.net/thread-1856-1-1.html;最好还是去了解一下吧,为了能重复建造奇观,我搞了很多测试。
以东照宫为例子,至于为什么选东照宫,不用幕府、鸟居等奇观,是因为神社可以直接看出变化。 东照宫的技能:神社收集效率+50%; 复刻东照宫技能的难点:因为东照宫的技能不是技能,而是科技,并且还写在硬代码里面,除非反编译否则不可更改。 我们如何在建造东照宫的时候,激活一次科技?用0秒科技?把0秒科技放到新东照宫里面,然后进入游戏测试,开局自动改良,可以排除单纯的0秒科技。0秒科技都失败了,那接下来怎么办?我在0秒科技的基础上加上一个神话时代判段式,<typecount unit="GiantBuddha" count="1.00" state="noneState aliveState buildingState" operator="gte"/>,当GiantBuddha(东照宫的Unittype)大于等于1时,条件成立;在游戏实测建造完东照宫后,0秒科技自动改良,成功了一步。
接下来就是让这个0秒科技可以能重复改良,这又是一个难点。我已经测试过0秒科技自动改良后,关闭再重新开启,不会再次自动改良,所以要排除0秒科技。那么剩下的方法就只有创建十个、百个0秒科技了,1激活2,2激活3...这种绝对可以,但是因为数量过多考虑用需要其他方法。这时候就要用上<Flag>Volatile</Flag>了,这个flag是构成循环科技的重点,<Flag>Volatile</Flag>作用是满足条件就会自动改良,即使你不启用这个科技,但满足所有条件后就会自动改良。假如我们已经自动改良带有<Flag>Volatile</Flag>的科技,如果把这个科技调回未启用状态,那么这个科技在满足条件后又会改良一次。比如以下这个科技,所有玩家都会直到游戏结束前都会无限次改良该科技。这个科技正好可以利用来解除typecount的BUG(需要建造一个带有人口的的单位或者研究一个科技才会刷新条件) <Tech name="LoopTech" type="Normal"> <DBID>5290</DBID> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Volatile</Flag> <Flag>YPInfiniteTech</Flag> <Effects> <Effect type ='TechStatus' status ='unobtainable'>LoopTech</Effect> </Effects> </Tech>
解决完重复改良科技后,那么接下来就是如何让奇观在被摧毁后扣掉已获得的加成?根据https://www.aoebbs.net/thread-1856-1-1.html此帖的资料,已知只要激活了相应的奇楼观升级科技后,只要对应调用名的奇观被摧毁那么就会无限次扣掉加成,我们可以利用这个特性,去建造同调用名奇观,具体方法可以看https://www.aoebbs.net/thread-1856-1-1.html的8楼,这里不再赘述。因为有多少个奇观就要搞多少次,还是需要抛弃用原有奇观的方法的。既然都可以用科技判断单位数量了,那我整个判断存活数量少于等于1不就可以了?<typecount unit="GiantBuddha" count="1.00" state="noneState aliveState deadState" operator="gte"/>
当升级时代的东照宫被摧毁后扣掉一次加成,而我判断东照宫的数量是用GiantBuddha(东照宫的unittype),如何让升级时代的东照宫在摧毁时不被扣掉一次加成又是一个问题。
最后就是把科技关联在一起了,重复一遍<Flag>Volatile</Flag>作用是满足条件就会自动改良,即使你不启用这个科技,但满足所有条件后就会自动改良。假如我们已经自动改良带有<Flag>Volatile</Flag>的科技,如果把这个科技调回未启用状态,那么这个科技在满足条件后又会改良一次。利用这个特性把增加加成与减少加成的科技联合起来。
整个流程是东照宫升级时代==>升级时代的东照宫被摧毁==>开启新东照宫的建造[CheckWJToshoguShrine2]==>新东照宫数量大于等于1[CheckWJToshoguShrine1]+增加加成[ypGiantBuddhaShrineBonus]==>新东照宫被摧毁==>东照宫数量小于1,开启新东照宫的建造[CheckWJToshoguShrine2]+减去加成[ResetGiantBuddhaShrineBonus]==>东照宫数量小于1,开启新东照宫的建造[CheckWJToshoguShrine2]==>新东照宫数量大于等于1[CheckWJToshoguShrine1]+增加加成[ypGiantBuddhaShrineBonus]==>新东照宫被摧毁==>东照宫数量小于1,开启新东照宫的建造[CheckWJToshoguShrine2]+减去加成[ResetGiantBuddhaShrineBonus]==>......;
以下是用到的科技代码,容易出不生效bug,具体作用请看注释:
<!--在原有的东照宫奖励中添加激活initCheckWJToshoguShrine2;作用是添加一把锁,防止在“检测东照宫数量是否小于1”后提前激活--> <Tech name ='ypGiantBuddhaShrineBonus' type ='Normal'> <DBID>4640</DBID> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='Data' action ='AutoGatherFood' amount ='1.50' subtype ='WorkRate' unittype ='Food' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> <Effect type ='Data' action ='AutoGatherCoin' amount ='1.50' subtype ='WorkRate' unittype ='Gold' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> <Effect type ='Data' action ='AutoGatherWood' amount ='1.50' subtype ='WorkRate' unittype ='Wood' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> <Effect type ='TechStatus' status ='active'>initCheckWJToshoguShrine2</Effect> </Effects> </Tech>
<!--用于激活initCheckWJToshoguShrine,因为奇观科技的特性,所有在奇观升级时激活科技,在奇观被摧毁后会回滚失效,已激活科技状态会被禁用,所以又套了一层激活科技--> <Tech name="initCheckWJToshoguShrine2" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='TechStatus' status ='active'>initCheckWJToshoguShrine</Effect> </Effects> </Tech> <Tech name="initCheckWJToshoguShrine" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> </Tech> 激活的科技奇观被摧毁后会回滚测试可看下面的视频,左边已用聊天输出科技状态,格式为“游戏时间,科技调用名,科技状态”,科技状态0表示该科技被禁用或未启用,科技状态1表示该科技已启用,科技状态2表示该科技已激活也可以称为已改良。
<!--用于判断东照宫数量是否小于1,并且死亡数量大于1,减去加成,启用新的东照宫单位--> <Tech name="CheckWJToshoguShrine2" type="Normal"> <DBID>5290</DBID> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Flag>Volatile</Flag> <Flag>YPInfiniteTech</Flag> <Prereqs> <!--检测initCheckWJToshoguShrine是否已激活。假如不这样设定会导致该科技被提前激活(虽然下面设定了检测死亡数量,但是在未完成奇观升级中摧毁未建造完成的东照宫也会算上死亡单位数量)。--> <TechStatus status ='Active'>initCheckWJToshoguShrine</TechStatus> <!--检测国家是否为日本,因为上面检测了initCheckWJToshoguShrine的存在,所以可有可无--> <civilization> <civname>Japanese</civname> <civname>SPCJapanese</civname> <civname>SPCJapaneseEnemy</civname> </civilization> <!--noneState aliveState检测GiantBuddha(东照宫unittype)的存活数量是否小于1--> <typecount unit="GiantBuddha" count="1.00" state="noneState aliveState" operator="lt"/> <!--noneState deadState检测GiantBuddha(东照宫unittype)的死亡是否大于等于1--> <typecount unit="GiantBuddha" count="1.00" state="noneState deadState" operator="gte"/> </Prereqs> <Effects> <!--这个激活科技效果又是用来上锁的,防止下一个检测CheckWJToshoguShrine1提前被激活,<Flag>Volatile</Flag>只要满足条件就会自动激活,不管是否启用。--> <Effect type ='TechStatus' status ='active'>UnlockCheckWJToshoguShrine</Effect> <!--禁用CheckWJToshoguShrine1科技,因为采用<Flag>Volatile</Flag>,被禁用后只要满足条件又会激活一次,CheckWJToshoguShrine1与当前科技构成无限循环--> <Effect type ='TechStatus' status ='unobtainable'>CheckWJToshoguShrine1</Effect> <!--禁用ResetGiantBuddhaShrineBonus科技,因为采用<Flag>Volatile</Flag>,被禁用后只要满足条件又会激活一次,该科技用于减去加成--> <Effect type ='TechStatus' status ='unobtainable'>ResetGiantBuddhaShrineBonus</Effect> <!--输出提示,自动改良科技如果我不输出提示很难判断是否生效;该语句可删除--> <Effect type ='TextOutput'>06001</Effect> <!--启用新的东照宫单位--> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Assign'> <Target type ='ProtoUnit'>ypWJToshoguShrineDeadReplace</Target> </Effect> </Effects> </Tech>
<!--用于判断东照宫数量是否大于等于1,然后增加加成--> <Tech name="CheckWJToshoguShrine1" type="Normal"> <DBID>5290</DBID> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Flag>Volatile</Flag> <Flag>YPInfiniteTech</Flag> <Prereqs> <!--检测UnlockCheckWJToshoguShrine是否已激活,该科技已在CheckWJToshoguShrine2激活--> <TechStatus status ='Active'>UnlockCheckWJToshoguShrine</TechStatus> <!--检测国家是否为日本,因为上面检测了UnlockCheckWJToshoguShrine的存在,所以可有可无--> <civilization> <civname>Japanese</civname> <civname>SPCJapanese</civname> <civname>SPCJapaneseEnemy</civname> </civilization> <!--noneState aliveState检测GiantBuddha(东照宫unittype)的存活数量是否大于等于1--> <typecount unit="GiantBuddha" count="1.00" state="noneState aliveState" operator="gte"/> <!--noneState buildingState检测GiantBuddha(东照宫unittype)的建造中的数量是否小于1--> <typecount unit="GiantBuddha" count="1.00" state="noneState buildingState" operator="lt"/> <!--noneState deadState检测GiantBuddha(东照宫unittype)的死亡数量是否大于等于1--> <typecount unit="GiantBuddha" count="1.00" state="noneState deadState" operator="gte"/> </Prereqs> <Effects> <!--禁用CheckWJToshoguShrine2科技,因为采用<Flag>Volatile</Flag>,被禁用后只要满足条件又会激活一次,CheckWJToshoguShrine2与当前科技构成无限循环--> <Effect type ='TechStatus' status ='unobtainable'>CheckWJToshoguShrine2</Effect> <!--输出提示,自动改良科技如果我不输出提示很难判断是否生效;该语句可删除--> <Effect type ='TextOutput'>06000</Effect> <!--禁用新东照宫,以防止建造数量大于2,可有可无,因为你可以在protoy.xml中限制新东照宫的建造上限为1--> <Effect type ='Data' amount ='0.00' subtype ='Enable' relativity ='Assign'> <Target type ='ProtoUnit'>ypWJToshoguShrineDeadReplace</Target> </Effect> <!--以下两个语句是游戏中东照宫原有的加成,把它禁用后重新激活一遍--> <Effect type ='TechStatus' status ='unobtainable'>ypGiantBuddhaShrineBonus</Effect> <Effect type ='TechStatus' status ='active'>ypGiantBuddhaShrineBonus</Effect> <!--这个激活科技效果还是是用来上锁的,防止带有<Flag>Volatile</Flag>的科技被提前激活,该科技用来防止升级时代的旧东照宫被摧毁后被减去两次加成。--> <Effect type ='TechStatus' status ='active'>UnlockResetGiantBuddhaShrineBonus</Effect> </Effects> </Tech>
<!--用于判断新东照宫小于1后减去加成--> <Tech name="ResetGiantBuddhaShrineBonus" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Flag>Volatile</Flag> <Flag>YPInfiniteTech</Flag> <Prereqs>
<!--防止当前科技在CheckWJToshoguShrine1与CheckWJToshoguShrine2各激活一次前被激活--> <!--假如不设定UnlockCheckWJToshoguShrine(在CheckWJToshoguShrine2激活),当升级时代的东照宫被摧毁两次后会被扣掉一次加成--> <TechStatus status ='Active'>UnlockCheckWJToshoguShrine</TechStatus> <!--假如不设定UnlockResetGiantBuddhaShrineBonus(在CheckWJToshoguShrine1激活),当升级时代的东照宫被摧毁后会被扣掉一次加成,然而因为升级奇观的科技回滚,会变成扣掉两次加成--> <TechStatus status ='Active'>UnlockResetGiantBuddhaShrineBonus</TechStatus> <!--检测国家是否为日本,因为上面检测了UnlockCheckWJToshoguShrine与UnlockResetGiantBuddhaShrineBonus的存在,所以可有可无--> <civilization> <civname>Japanese</civname> <civname>SPCJapanese</civname> <civname>SPCJapaneseEnemy</civname> </civilization>
<!--noneState aliveState检测GiantBuddha(东照宫unittype)的存活数量是否小于1--> <typecount unit="GiantBuddha" count="1.00" state="noneState aliveState" operator="lt"/> <!--noneState aliveState检测GiantBuddha(东照宫unittype)的死亡数量是否大于等于2,升级时代的奇观算一个,新建的奇观也算一个--> <typecount unit="GiantBuddha" count="2.00" state="noneState deadState" operator="gte"/> </Prereqs> <Effects> <!--输出提示,自动改良科技如果我不输出提示很难判断是否生效;该语句可删除--> <Effect type ='TextOutput'>06002</Effect> <!--与游戏自带的ypGiantBuddhaShrineBonus相反,用于减去东照宫加成--> <Effect type ='Data' action ='AutoGatherFood' amount ='0.50' subtype ='WorkRate' unittype ='Food' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> <Effect type ='Data' action ='AutoGatherCoin' amount ='0.50' subtype ='WorkRate' unittype ='Gold' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> <Effect type ='Data' action ='AutoGatherWood' amount ='0.50' subtype ='WorkRate' unittype ='Wood' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> </Effects> </Tech>
<!--剩下两个空科技是用来给<Flag>Volatile</Flag>上锁的,上面解释了,这里就不再解释了--> <Tech name="UnlockResetGiantBuddhaShrineBonus" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> </Tech> <Tech name="UnlockCheckWJToshoguShrine" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> </Tech> 回顾一下流程:东照宫升级时代==>升级时代的东照宫被摧毁==>开启新东照宫的建造[CheckWJToshoguShrine2]==>新东照宫数量大于等于1[CheckWJToshoguShrine1]+增加加成[ypGiantBuddhaShrineBonus]==>新东照宫被摧毁==>东照宫数量小于1,开启新东照宫的建造[CheckWJToshoguShrine2]+减去加成[ResetGiantBuddhaShrineBonus]==>东照宫数量小于1,开启新东照宫的建造[CheckWJToshoguShrine2]==>新东照宫数量大于等于1[CheckWJToshoguShrine1]+增加加成[ypGiantBuddhaShrineBonus]==>新东照宫被摧毁==>东照宫数量小于1,开启新东照宫的建造[CheckWJToshoguShrine2]+减去加成[ResetGiantBuddhaShrineBonus]==>......; 构成无限循环重点:<Flag>Volatile</Flag>,只要满足条件,无论是否启用状态,会自动激活,当被禁用后,只要满足条件又会重新激活一次。
以下是无注释版本。顺序与上面的不一样,上面的是被我重新排序的,而下面的则是经过实际测试,直接复制过来的代码,程序能运行就尽量不要再去动它了,不然bug满天飞:
<Tech name="CheckWJToshoguShrine1" type="Normal"> <DBID>5290</DBID> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Flag>Volatile</Flag> <Flag>YPInfiniteTech</Flag> <Prereqs> <TechStatus status ='Active'>UnlockCheckWJToshoguShrine</TechStatus> <civilization> <civname>Japanese</civname> <civname>SPCJapanese</civname> <civname>SPCJapaneseEnemy</civname> </civilization> <typecount unit="GiantBuddha" count="1.00" state="noneState aliveState" operator="gte"/> <typecount unit="GiantBuddha" count="1.00" state="noneState buildingState" operator="lt"/> <typecount unit="GiantBuddha" count="1.00" state="noneState deadState" operator="gte"/> </Prereqs> <Effects> <Effect type ='TechStatus' status ='unobtainable'>CheckWJToshoguShrine2</Effect> <Effect type ='TextOutput'>06000</Effect> <Effect type ='Data' amount ='0.00' subtype ='Enable' relativity ='Assign'> <Target type ='ProtoUnit'>ypWJToshoguShrineDeadReplace</Target> </Effect> <Effect type ='TechStatus' status ='unobtainable'>ypGiantBuddhaShrineBonus</Effect> <Effect type ='TechStatus' status ='active'>ypGiantBuddhaShrineBonus</Effect> <Effect type ='TechStatus' status ='active'>UnlockResetGiantBuddhaShrineBonus</Effect> </Effects> </Tech>
<Tech name="CheckWJToshoguShrine2" type="Normal"> <DBID>5290</DBID> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Flag>Volatile</Flag> <Flag>YPInfiniteTech</Flag> <Prereqs> <TechStatus status ='Active'>initCheckWJToshoguShrine</TechStatus> <civilization> <civname>Japanese</civname> <civname>SPCJapanese</civname> <civname>SPCJapaneseEnemy</civname> </civilization> <typecount unit="GiantBuddha" count="1.00" state="noneState aliveState" operator="lt"/> <typecount unit="GiantBuddha" count="1.00" state="noneState deadState" operator="gte"/> </Prereqs> <Effects>
<Effect type ='TechStatus' status ='active'>UnlockCheckWJToshoguShrine</Effect> <Effect type ='TechStatus' status ='unobtainable'>CheckWJToshoguShrine1</Effect> <Effect type ='TechStatus' status ='unobtainable'>ResetGiantBuddhaShrineBonus</Effect> <Effect type ='TextOutput'>06001</Effect> <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Assign'> <Target type ='ProtoUnit'>ypWJToshoguShrineDeadReplace</Target> </Effect> </Effects> </Tech>
<Tech name="ResetGiantBuddhaShrineBonus" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Flag>Volatile</Flag> <Flag>YPInfiniteTech</Flag> <Prereqs> <TechStatus status ='Active'>UnlockCheckWJToshoguShrine</TechStatus> <TechStatus status ='Active'>UnlockResetGiantBuddhaShrineBonus</TechStatus> <civilization> <civname>Japanese</civname> <civname>SPCJapanese</civname> <civname>SPCJapaneseEnemy</civname> </civilization> <typecount unit="GiantBuddha" count="1.00" state="noneState aliveState" operator="lt"/> <typecount unit="GiantBuddha" count="2.00" state="noneState deadState" operator="gte"/> </Prereqs> <Effects> <Effect type ='TextOutput'>06002</Effect> <Effect type ='Data' action ='AutoGatherFood' amount ='0.50' subtype ='WorkRate' unittype ='Food' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> <Effect type ='Data' action ='AutoGatherCoin' amount ='0.50' subtype ='WorkRate' unittype ='Gold' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> <Effect type ='Data' action ='AutoGatherWood' amount ='0.50' subtype ='WorkRate' unittype ='Wood' relativity ='BasePercent'> <Target type ='ProtoUnit'>ypShrineJapanese</Target></Effect> </Effects> </Tech>
<Tech name="UnlockResetGiantBuddhaShrineBonus" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> </Tech>
<Tech name="UnlockCheckWJToshoguShrine" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> </Tech> <Tech name="initCheckWJToshoguShrine" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> </Tech> <Tech name="initCheckWJToshoguShrine2" type="Normal"> <ResearchPoints>0.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Flag>Shadow</Flag> <Effects> <Effect type ='TechStatus' status ='active'>initCheckWJToshoguShrine</Effect> </Effects> </Tech>
protoy.xml新东照宫,删掉<UnitType>AbstractPoliticalWonder</UnitType>与<UnitType>AbstractWonder</UnitType>,然后必须带有<UnitType>GiantBuddha</UnitType>与<Flag>Tracked</Flag>。<UnitType>AbstractPoliticalWonder</UnitType>与<UnitType>AbstractWonder</UnitType>会导致无法建造;<UnitType>GiantBuddha</UnitType>只有东照宫才有的unittype,用这个判断单位数量非常省事;<Flag>Tracked</Flag>据说被kb命令(函数)查找,盲猜统计数量,如果不添加可能会影响到判断单位数量,未实测。
<Unit id='1153' name='ypWJToshoguShrineDeadReplace'> <DBID>1730</DBID> <DisplayNameID>64760</DisplayNameID> <EditorNameID>64761</EditorNameID> <PopulationCapAddition>20</PopulationCapAddition> <ObstructionRadiusX>6.0000</ObstructionRadiusX> <ObstructionRadiusZ>5.0000</ObstructionRadiusZ> <MaxVelocity>0.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>buildings\wonders\toshogu_shrine\toshogu_shrine.xml</AnimFile> <DeadReplacement>BuildingRubble4x4</DeadReplacement> <DeadReplacementLifespan>15</DeadReplacementLifespan> <ImpactType>Wood</ImpactType> <PhysicsInfo>barracks</PhysicsInfo> <PlacementFile>buildinglarge.xml</PlacementFile> <Icon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_64</Icon> <MinimapIcon>ui\minimap\wonder_16x16</MinimapIcon> <PortraitIcon>buildings\wonders\toshogu_shrine\toshogu_shrine_icon_portrait</PortraitIcon> <RolloverTextID>64759</RolloverTextID> <ShortRolloverTextID>64758</ShortRolloverTextID> <InitialHitpoints>5000.0000</InitialHitpoints> <MaxHitpoints>5000.0000</MaxHitpoints> <LOS>12.0000</LOS> <BuildPoints>120.0000</BuildPoints> <BuildLimit>1</BuildLimit> <Bounty>240.0000</Bounty> <Cost resourcetype='Food'>4000.0000</Cost> <Cost resourcetype='Gold'>4000.0000</Cost> <CarryCapacity resourcetype='Food'>999.0000</CarryCapacity> <InitialResource resourcetype='Food'>100.0000</InitialResource> <BuildingWorkRate>1.0000</BuildingWorkRate> <AllowedAge>3</AllowedAge> <Armor type='Siege' value='0.0000'/> <GathererLimit>8</GathererLimit> <BuilderLimit>8</BuilderLimit> <UnitType>LogicalTypeValidSabotage</UnitType> <UnitType>LogicalTypeMinimapFilterEconomic</UnitType> <UnitType>LogicalTypeHandUnitsAutoAttack</UnitType> <UnitType>LogicalTypeBuildingsNotWalls</UnitType> <UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeHandUnitsAttack</UnitType> <UnitType>LogicalTypeShipsAndBuildings</UnitType> <UnitType>LogicalTypeRangedUnitsAttack</UnitType> <UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType> <UnitType>Building</UnitType> <UnitType>Resource</UnitType> <UnitType>BuildingClass</UnitType> <UnitType>CountsTowardEconomicScore</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>AbstractPoliticalWonder</UnitType> <UnitType>AbstractShrine</UnitType> <UnitType>AbstractTypeHuntableMagnet</UnitType> <UnitType>AbstractTypeHerdableMagnet</UnitType> <UnitType>GiantBuddha</UnitType> <UnitType>AbstractWonder</UnitType> <UnitType>ConvertsHerds</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>StartsAtFullEfficiency</Flag> <Flag>Immoveable</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>ObscuresUnits</Flag> <Flag>NoIdleActions</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>Doppled</Flag> <Flag>SelectWithObstruction</Flag> <Flag>PaintTextureWhenPlacing</Flag> <Flag>FlattenGround</Flag> <Flag>HasGatherPoint</Flag> <Flag>InitialGarrisonOnly</Flag> <Flag>EnterHotkeyContext</Flag> <Flag>UnlimitedSupply</Flag> <Flag>Tracked</Flag> <Command page='10' column='1'>Delete</Command> <Command page='9' column='0'>TacticFood</Command> <Command page='9' column='2'>TacticCoin</Command> <Command page='9' column='1'>TacticWood</Command> <Command page='9' column='3'>TacticXPShrine</Command> <Command page='11' column='1'>Abilities</Command> </Unit>
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