0ad/binaries/data/mods/official/entities/structures/celt_mc.xml
Ykkrosh 22dd4dd67b Entities: Removed Tag attribute; it is taken from the filename instead. Made entity XML files be loaded on demand. Probably stopped crash when maps contain non-existent entities. Fixed a few bugs in entity definitions.
Maps: Stored non-entity objects in XML instead of PMP, for easier manual
editing. Updated existing maps to newest format, so that they can still
work. Added undocumented _rewriteMaps() JS function. Also renamed _mem
to vmem, and reclassified its undocumentedness as unintentional, since
it's reasonably useful.
Loader: added NonprogressiveLoad function, for ScEd/_rewriteMaps/etc
which don't care about progressiveness.
main.cpp: re-enabled vfs_display, since it doesn't crash now
Vector3D: stopped warning

This was SVN commit r2078.
2005-03-29 20:50:04 +00:00

15 lines
687 B
XML

<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_military_mc">
<Traits>
<Id
civ_code="celt"
civ="Celts"
internal_only="false"
specific="Gwersyllty"
history=" I could not find any evidence of a central military structure, but I’m giving them one for gameplay reasons. Their training would have been performed in an open area, and on the battle field. They would have been housed in their home. The blacksmith would probably have been a part of the blacksmith’s home. The men were responsible for making or scavengering their own weapons."
/>
</Traits>
<Actor>structures/celt_mc.xml</Actor>
</Entity>