[Gameplay - Alpha 26] More Han Refactoring

- Major thing is added the Chinese Chariot as a champion, trainable at
the Academy.

- Replaced Crossbowman with Archer as the starting ranged infantry. This
is still open for changing as there is a poll on the forum about it.

This was SVN commit r26482.
This commit is contained in:
wowgetoffyourcellphone 2022-02-25 08:20:42 +00:00
parent 8a63adc40d
commit eed2cbe740
17 changed files with 311 additions and 21 deletions

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@ -0,0 +1,41 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant file="biped/base_driver_chariot.xml">
<mesh>skeletal/new/m_armor_pants_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/head_china.xml" attachpoint="head"/>
<prop actor="props/units/helmets/han_cap.xml" attachpoint="helmet"/>
<prop actor="props/units/quivers/han_bolt_quiver.xml" attachpoint="back"/>
<prop actor="props/units/weapons/sheath/han_jian_sheath_left_a.xml" attachpoint="sheath_L"/>
</props>
<textures>
<texture file="skeletal/han/scale_01_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<group>
<variant name="Han-Armor-Scale-01-Lacquered-01">
<textures>
<texture file="skeletal/han/scale_01_lacquered_01.png" name="baseTex"/>
</textures>
</variant>
<variant name="Han-Armor-Scale-01-Lacquered-02">
<textures>
<texture file="skeletal/han/scale_01_lacquered_02.png" name="baseTex"/>
</textures>
</variant>
<variant name="Han-Armor-Scale-01-Lacquered-03">
<textures>
<texture file="skeletal/han/scale_01_lacquered_03.png" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant file="biped/attack_capture.xml"/>
<variant file="biped/death_infantry.xml"/>
</group>
<material>player_trans_spec.xml</material>
</actor>

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@ -0,0 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse.dae</mesh>
<props>
<prop actor="props/horse/chest_colorband_01.xml" attachpoint="root"/>
<prop actor="props/horse/cav_blanket_cloth.xml" attachpoint="root"/>
</props>
</variant>
</group>
<group>
<variant file="quadraped/horse/brown.xml" frequency="1" name="horse-05"/>
<variant file="quadraped/horse/black.xml" frequency="1" name="horse-01"/>
<variant file="quadraped/horse/beige.xml" frequency="1" name="horse-06"/>
<variant file="quadraped/horse/tan.xml" frequency="1" name="horse-03"/>
<variant file="quadraped/horse/cherrybay.xml" frequency="1" name="horse-07"/>
<variant file="quadraped/horse/white.xml" frequency="1" name="horse-02"/>
<variant file="quadraped/horse/gray.xml" frequency="1" name="horse-04"/>
</group>
<group>
<variant file="quadraped/base_horse_chariot.xml" frequency="1" name="Chariot-Horse"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>basic_trans_parallax_spec.xml</material>
</actor>

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@ -0,0 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse.dae</mesh>
<props>
<prop actor="props/horse/chest_colorband_01.xml" attachpoint="root"/>
<prop actor="props/horse/cav_blanket_cloth.xml" attachpoint="root"/>
</props>
</variant>
</group>
<group>
<variant file="quadraped/horse/brown.xml" frequency="1" name="horse-01"/>
<variant file="quadraped/horse/black.xml" frequency="1" name="horse-02"/>
<variant file="quadraped/horse/beige.xml" frequency="1" name="horse-03"/>
<variant file="quadraped/horse/tan.xml" frequency="1" name="horse-04"/>
<variant file="quadraped/horse/cherrybay.xml" frequency="1" name="horse-05"/>
<variant file="quadraped/horse/white.xml" frequency="1" name="horse-06"/>
<variant file="quadraped/horse/gray.xml" frequency="1" name="horse-07"/>
</group>
<group>
<variant file="quadraped/base_horse_chariot.xml" frequency="1" name="Chariot-Horse"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>basic_trans_parallax_spec.xml</material>
</actor>

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@ -0,0 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse.dae</mesh>
<props>
<prop actor="props/horse/chest_colorband_01.xml" attachpoint="root"/>
<prop actor="props/horse/cav_blanket_cloth.xml" attachpoint="root"/>
</props>
</variant>
</group>
<group>
<variant file="quadraped/horse/brown.xml" frequency="1" name="horse-05"/>
<variant file="quadraped/horse/black.xml" frequency="1" name="horse-01"/>
<variant file="quadraped/horse/beige.xml" frequency="1" name="horse-06"/>
<variant file="quadraped/horse/tan.xml" frequency="1" name="horse-03"/>
<variant file="quadraped/horse/cherrybay.xml" frequency="1" name="horse-07"/>
<variant file="quadraped/horse/white.xml" frequency="1" name="horse-02"/>
<variant file="quadraped/horse/gray.xml" frequency="1" name="horse-04"/>
</group>
<group>
<variant file="quadraped/base_horse_chariot.xml" frequency="1" name="Chariot-Horse"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>basic_trans_parallax_spec.xml</material>
</actor>

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@ -0,0 +1,28 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<mesh>skeletal/horse.dae</mesh>
<props>
<prop actor="props/horse/chest_colorband_01.xml" attachpoint="root"/>
<prop actor="props/horse/cav_blanket_cloth.xml" attachpoint="root"/>
</props>
</variant>
</group>
<group>
<variant file="quadraped/horse/brown.xml" frequency="1" name="horse-05"/>
<variant file="quadraped/horse/black.xml" frequency="1" name="horse-01"/>
<variant file="quadraped/horse/beige.xml" frequency="1" name="horse-06"/>
<variant file="quadraped/horse/tan.xml" frequency="1" name="horse-03"/>
<variant file="quadraped/horse/cherrybay.xml" frequency="1" name="horse-07"/>
<variant file="quadraped/horse/white.xml" frequency="1" name="horse-02"/>
<variant file="quadraped/horse/gray.xml" frequency="1" name="horse-04"/>
</group>
<group>
<variant file="quadraped/base_horse_chariot.xml" frequency="1" name="Chariot-Horse"/>
<variant file="quadraped/base_horse_death.xml"/>
<variant file="quadraped/base_horse_run.xml"/>
</group>
<material>basic_trans_parallax_spec.xml</material>
</actor>

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@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant>
<animations>
<animation file="mechanical/chariot_idle.dae" id="idle1" name="Idle" speed="80"/>
<animation file="mechanical/chariot_idle.dae" id="idle2" name="Idle" speed="80"/>
<animation file="mechanical/chariot_idle.dae" id="idle3" name="Idle" speed="80"/>
<animation file="mechanical/chariot_move.dae" name="Walk" speed="7"/>
<animation file="mechanical/chariot_move.dae" name="Run" speed="7"/>
<animation file="mechanical/chariot_death.dae" id="death1" name="Death" speed="100"/>
<animation file="mechanical/chariot_death.dae" id="death2" name="Death" speed="100"/>
<animation file="mechanical/chariot_idle.dae" name="attack_ranged" speed="80"/>
</animations>
<mesh>structural/han_chariot.dae</mesh>
<textures>
<texture file="structural/chariot_01.png" name="baseTex"/>
<texture file="structural/chariot_01_norm.png" name="normTex"/>
<texture file="structural/chariot_01_spec.png" name="specTex"/>
</textures>
<props>
<prop actor="units/han/chariot_crossbowman_d.xml" attachpoint="driver1"/>
<prop actor="units/han/chariot_crossbowman_r.xml" attachpoint="rider1"/>
<prop actor="units/han/chariot_crossbowman_h_01.xml" attachpoint="horse1"/>
<prop actor="units/han/chariot_crossbowman_h_02.xml" attachpoint="horse2"/>
<prop actor="units/han/chariot_crossbowman_h_03.xml" attachpoint="horse3"/>
<prop actor="units/han/chariot_crossbowman_h_04.xml" attachpoint="horse4"/>
<prop actor="props/special/common/garrison_flag_han.xml" attachpoint="han_flag"/>
</props>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Run">
<props>
<prop actor="particle/dust_cav.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>player_trans_norm_spec.xml</material>
</actor>

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@ -0,0 +1,44 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant file="biped/base_chariot_crossbowman_relax.xml" name="Crossbowman">
<mesh>skeletal/new/m_armor_pants_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/head_china.xml" attachpoint="head"/>
<prop actor="props/units/helmets/han_hairbun.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/crossbow/han_nu.xml" attachpoint="weapon_R"/>
<prop actor="props/units/quivers/han_bolt_quiver.xml" attachpoint="back"/>
<prop actor="props/units/weapons/sheath/han_jian_sheath_right_d.xml" attachpoint="sheath_R"/>
</props>
<textures>
<texture file="skeletal/han/lamellar_02_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<group>
<variant name="Han-Armor-Lamellar-02-Iron-01">
<textures>
<texture file="skeletal/han/lamellar_02_iron_01.png" name="baseTex"/>
</textures>
</variant>
<variant name="Han-Armor-Lamellar-02-Iron-02">
<textures>
<texture file="skeletal/han/lamellar_02_iron_02.png" name="baseTex"/>
</textures>
</variant>
<variant name="Han-Armor-Lamellar-02-Iron-03">
<textures>
<texture file="skeletal/han/lamellar_02_iron_03.png" name="baseTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant file="biped/attack_ranged_crossbowman_back.xml"/>
<variant file="biped/attack_capture.xml"/>
<variant file="biped/gather_praise.xml"/>
<variant file="biped/death_infantry.xml"/>
</group>
<material>player_trans_spec.xml</material>
</actor>

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@ -22,7 +22,7 @@
"Count": 2
},
{
"Template": "units/han/infantry_crossbowman_b",
"Template": "units/han/infantry_archer_b",
"Count": 2
},
{
@ -64,7 +64,7 @@
],
"SkirmishReplacements": {
"skirmish/units/special_starting_unit": "units/han/support_minister",
"skirmish/units/default_infantry_ranged_b": "units/han/infantry_crossbowman_b",
"skirmish/units/default_infantry_ranged_b": "units/han/infantry_archer_b",
"skirmish/units/default_cavalry": "units/han/cavalry_swordsman_b"
},
"SelectableInGameSetup": true

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@ -0,0 +1,24 @@
{
"supersedes": "crossbow_tradition",
"genericName": "Advanced Crossbow Infantry and Cavalry",
"description": "Upgrade all of your citizen crossbowmen to Advanced rank.",
"cost": {
"food": 200,
"wood": 200
},
"requirements": {
"all": [
{ "tech": "phase_town" },
{ "civ": "han" }
]
},
"requirementsTooltip": "Unlocked in Town Phase.",
"icon": "upgrade_advanced.png",
"researchTime": 40,
"tooltip": "Upgrade all of your Crossbow Infantry and Cavalry to Advanced rank.",
"modifications": [
{"value": "Promotion/RequiredXp", "replace": 0}
],
"affects": ["Crossbow Basic"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -0,0 +1,24 @@
{
"supersedes": "upgrade_rank_advanced_crossbow",
"genericName": "Elite Crossbow Infantry and Cavalry",
"description": "Upgrade all of your citizen crossbowmen to Elite rank.",
"cost": {
"wood": 400,
"metal": 400
},
"requirements": {
"all": [
{ "tech": "phase_city" },
{ "civ": "han" }
]
},
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "upgrade_elite.png",
"researchTime": 40,
"tooltip": "Upgrade all of your Crossbow Infantry and Cavalry to Elite rank.",
"modifications": [
{"value": "Promotion/RequiredXp", "replace": 0}
],
"affects": ["Crossbow Advanced"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -9,6 +9,7 @@
<Cost>
<BuildTime>200</BuildTime>
<Resources>
<wood>0</wood>
<stone>300</stone>
<metal>300</metal>
</Resources>

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@ -9,7 +9,6 @@
</Identity>
<Trainer>
<Entities datatype="tokens">
units/{civ}/siege_shoushe
units/{civ}/siege_mangonel_packed
</Entities>
</Trainer>

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@ -23,7 +23,7 @@
<Trainer>
<Entities datatype="tokens">
units/{civ}/infantry_spearman_b
units/{civ}/infantry_crossbowman_b
units/{civ}/infantry_archer_b
units/{civ}/cavalry_swordsman_b
</Entities>
</Trainer>

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@ -3,14 +3,6 @@
<Capturable>
<CapturePoints op="mul">1.5</CapturePoints>
</Capturable>
<Cost>
<BuildTime>500</BuildTime>
<Resources>
<wood>850</wood>
<stone>700</stone>
<metal>500</metal>
</Resources>
</Cost>
<GarrisonHolder>
<Max op="mul">2</Max>
</GarrisonHolder>
@ -42,7 +34,7 @@
units/{civ}/hero_liu_bang_horse
units/{civ}/hero_wei_qing_chariot
-units/{civ}/infantry_spearman_b
-units/{civ}/infantry_crossbowman_b
-units/{civ}/infantry_archer_b
-units/{civ}/cavalry_swordsman_b
</Entities>
</Trainer>

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@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_champion_cavalry_crossbowman">
<Footprint replace="">
<Square depth="10.0" width="10.0"/>
<Height>5.0</Height>
</Footprint>
<Identity>
<Civ>han</Civ>
<GenericName>Chinese War Chariot</GenericName>
<SpecificName>Zhanche</SpecificName>
<VisibleClasses datatype="tokens">Chariot</VisibleClasses>
<RequiredTechnology>phase_city</RequiredTechnology>
<Icon>units/han/chariot.png</Icon>
</Identity>
<VisualActor>
<Actor>units/han/chariot_crossbowman_m.xml</Actor>
</VisualActor>
</Entity>

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@ -10,7 +10,6 @@
<SelectionGroupName>units/han/infantry_archer_b</SelectionGroupName>
<SpecificName>Shè Shǒu</SpecificName>
<Icon>units/han/infantry_archer.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Promotion>
<Entity>units/han/infantry_archer_a</Entity>

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@ -1,12 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_infantry_ranged_crossbowman">
<Attack>
<Ranged>
<Damage>
<Crush>1</Crush>
</Damage>
</Ranged>
</Attack>
<Builder>
<Entities datatype="tokens">
-structures/wallset_palisade
@ -17,6 +10,7 @@
<SelectionGroupName>units/han/infantry_crossbowman_b</SelectionGroupName>
<SpecificName>Nǔ Shǒu</SpecificName>
<Icon>units/han/infantry_crossbowman.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Promotion>
<Entity>units/han/infantry_crossbowman_a</Entity>