Differentiate Persians.
- Allows the immortals to be "upgraded" between sword and bow yielding. - Reduces batch training time per progressing phase. - Don't kill the immortals partly when reducing their training time. - More units from the CC. - Enable the Ice House. Patch by: @borg- Differential revision: https://code.wildfiregames.com/D4724 Accepted by: @chrstgtr, @real_tabasco_sauce Comments by: @marder, @Stan This was SVN commit r26996.
This commit is contained in:
parent
6e3ddadc7e
commit
b6caf5eb63
@ -0,0 +1,82 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<actor version="1">
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||||
<castshadow/>
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||||
<group>
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||||
<variant>
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||||
<mesh>skeletal/new/m_armor_pants_tunic_long.dae</mesh>
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||||
<props>
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||||
<prop actor="props/units/heads/new/head_pers_tiara.xml" attachpoint="head"/>
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||||
<prop actor="props/units/helmets/pers_kidaris_tied.xml" attachpoint="helmet"/>
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||||
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="weapon_R"/>
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||||
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="weapon_bow"/>
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||||
<prop actor="props/units/pers_quiver_back.xml" attachpoint="back"/>
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||||
</props>
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_01_spec.png" name="specTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant frequency="1" name="Armor Bronze Scales">
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_04_02.png" name="baseTex"/>
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||||
<texture file="skeletal/pers/scale_04_spec.png" name="specTex"/>
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||||
</textures>
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||||
</variant>
|
||||
<variant frequency="3" name="Armor Iron Scales">
|
||||
<textures>
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||||
<texture file="skeletal/pers/scale_03_01.dds" name="baseTex"/>
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||||
<texture file="skeletal/pers/scale_04_spec.png" name="specTex"/>
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||||
</textures>
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||||
</variant>
|
||||
<variant frequency="3" name="scale-1a">
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_01_01.png" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
<variant frequency="2" name="scale-1b">
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_01_02.png" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
<variant frequency="3" name="scale-1c">
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_01_03.png" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
<variant frequency="2" name="scale-1d">
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_01_04.png" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
<variant frequency="2" name="scale-1e">
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_01_05.png" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
<variant frequency="3" name="scale-1f">
|
||||
<textures>
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||||
<texture file="skeletal/pers/scale_01_06.png" name="baseTex"/>
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||||
</textures>
|
||||
</variant>
|
||||
<variant frequency="2" name="scale-1g">
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_01_07.png" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
<variant frequency="2" name="scale-1h">
|
||||
<textures>
|
||||
<texture file="skeletal/pers/scale_01_08.png" name="baseTex"/>
|
||||
</textures>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant file="biped/base_archer_relax.xml" frequency="1" name="Archer-Relax"/>
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||||
<variant file="biped/attack_capture.xml"/>
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||||
<variant file="biped/attack_slaughter.xml"/>
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||||
<variant file="biped/attack_ranged_archer_hip.xml"/>
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||||
<variant file="biped/gather_praise.xml"/>
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<variant file="biped/death_infantry.xml"/>
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||||
</group>
|
||||
<material>player_trans_spec.xml</material>
|
||||
</actor>
|
BIN
binaries/data/mods/public/art/textures/ui/session/portraits/units/pers_champion_infantry_archer.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/ui/session/portraits/units/pers_champion_infantry_archer.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -29,6 +29,11 @@
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"Name": "Large Rams",
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"History": "",
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"Description": "Battering Rams +20% attack damage and +2 garrison capacity."
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},
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{
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"Name": "Time of War",
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"History": "The Persians were known for their large cavalry contingent",
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"Description": "Stable −10% batch training time per phase advance."
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}
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],
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"WallSets": [
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|
@ -4,7 +4,12 @@
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"cost": {
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"food": 500
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||||
},
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||||
"requirements": { "tech": "phase_city" },
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"requirements": {
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"all": [
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{ "tech": "phase_city" },
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||||
{ "notciv": "pers" }
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||||
]
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||||
},
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||||
"requirementsTooltip": "Unlocked in City Phase.",
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||||
"icon": "fist_spear_fire.png",
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||||
"researchTime": 40,
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||||
|
@ -1,22 +0,0 @@
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{
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"genericName": "Levy Cavalry",
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"description": "Calling up cavalry levies in time of war helps bolster the ranks of a king's army.",
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"cost": {
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"food": 300
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},
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"requirements": {
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"all": [
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{ "tech": "phase_town" },
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{ "civ": "pers" }
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]
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||||
},
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||||
"requirementsTooltip": "Unlocked in Town Phase.",
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||||
"icon": "horseshoe_silver.png",
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"researchTime": 40,
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"tooltip": "Cavalry −10% training time.",
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"modifications": [
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{ "value": "Cost/BuildTime", "multiply": 0.9 }
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||||
],
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||||
"affects": ["Cavalry"],
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||||
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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||||
}
|
@ -14,10 +14,9 @@
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"requirementsTooltip": "Unlocked in City Phase.",
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"icon": "immortals.png",
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"researchTime": 60,
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"tooltip": "Immortals −50% training time, but −10% health.",
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"tooltip": "Immortals −50% training time.",
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"modifications": [
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{ "value": "Cost/BuildTime", "multiply": 0.5 },
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||||
{ "value": "Health/Max", "multiply": 0.9 }
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||||
{ "value": "Cost/BuildTime", "multiply": 0.5 }
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],
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"affects": ["Immortal"],
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"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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|
@ -1,22 +0,0 @@
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{
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"genericName": "Levy Infantry",
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"description": "Calling up infantry levies in time of war helps bolster the ranks of a king's army.",
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"cost": {
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"food": 300
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},
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"requirements": {
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"all": [
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{ "tech": "phase_town" },
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{ "civ": "pers" }
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||||
]
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},
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"requirementsTooltip": "Unlocked in Town Phase.",
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"icon": "fist_spear.png",
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"researchTime": 40,
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||||
"tooltip": "Infantry −10% training time.",
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"modifications": [
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{ "value": "Cost/BuildTime", "multiply": 0.9 }
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],
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"affects": ["Infantry"],
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"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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}
|
@ -0,0 +1,23 @@
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||||
{
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||||
"genericName": "Subterraneam Aqueducts",
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"description": "Qanat, network of underground aqueducts connected to the yakhchal.",
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"cost": {
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"wood": 300,
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"stone": 300
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},
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"requirements": {
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"all": [
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{ "tech": "phase_city" },
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{ "civ": "pers" }
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]
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||||
},
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||||
"requirementsTooltip": "Unlocked in City Phase.",
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"icon": "cornucopia.png",
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||||
"researchTime": 40,
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||||
"tooltip": "IceHouse +1 trickle food rate per second.",
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"modifications": [
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{ "value": "ResourceTrickle/Rates/food", "add": 1 }
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],
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"affects": ["IceHouse"],
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||||
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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||||
}
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@ -0,0 +1,26 @@
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{
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||||
"genericName": "City Phase",
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"description": "Advances from a bustling town to a veritable metropolis, full of the wonders of modern technology. This is the Persian city phase, where stable training rates are decreased because of the 'Times of War' bonus.",
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"cost": {
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"stone": 750,
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"metal": 750
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},
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"requirements": {
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"entity": {
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"class": "Town",
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"number": 3
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}
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||||
},
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"requirementsTooltip": "Requires three Town Structures.",
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"supersedes": "phase_town_pers",
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"replaces": ["phase_city"],
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"icon": "city_phase.png",
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"researchTime": 60,
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"tooltip": "Advance to City Phase, which unlocks more entities and technologies. Civic Centers +50% territory influence radius. Structures +9 capture points regeneration rate per garrisoned unit. Stable −10% batch training time.",
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"modifications": [
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{ "value": "Capturable/GarrisonRegenRate", "add": 9, "affects": "Structure" },
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{ "value": "Trainer/BatchTimeModifier", "add": -0.1, "affects": "Stable" },
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.5, "affects": "CivCentre" }
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||||
],
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"soundComplete": "interface/alarm/alarm_phase.xml"
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}
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@ -0,0 +1,26 @@
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{
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"genericName": "Town Phase",
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"description": "Advances from a small village to a bustling town, ready to expand rapidly. This is the Persian town phase, where stable training rates are decreased because of the 'Times of War' bonus.",
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"cost": {
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"food": 500,
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"wood": 500
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},
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"requirements": {
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"entity": {
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"class": "Village",
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"number": 5
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}
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},
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"requirementsTooltip": "Requires five Village Structures.",
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"supersedes": "phase_village",
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"replaces": ["phase_town"],
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"icon": "town_phase.png",
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"researchTime": 30,
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"tooltip": "Advance to Town Phase, which unlocks more entities and technologies. Civic Centers +30% territory influence radius. Structures +7 capture points regeneration rate per garrisoned unit. Stable −10% batch training time.",
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"modifications": [
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{ "value": "Capturable/GarrisonRegenRate", "add": 7, "affects": "Structure" },
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{ "value": "Trainer/BatchTimeModifier", "add": -0.1, "affects": "Stable" },
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{ "value": "TerritoryInfluence/Radius", "multiply": 1.3, "affects": "CivCentre" }
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],
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"soundComplete": "interface/alarm/alarm_phase.xml"
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||||
}
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@ -4,7 +4,12 @@
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"cost": {
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"food": 500
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},
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"requirements": { "tech": "phase_city" },
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"requirements": {
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"all": [
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{ "tech": "phase_city" },
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{ "notciv": "pers" }
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]
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},
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"requirementsTooltip": "Unlocked in City Phase.",
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"icon": "horseshoe_gold.png",
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"researchTime": 40,
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@ -6,7 +6,7 @@
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<Cost>
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<BuildTime>300</BuildTime>
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<Resources>
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<stone>300</stone>
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<stone>200</stone>
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<metal>200</metal>
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</Resources>
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</Cost>
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@ -31,7 +31,7 @@
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<Icon>structures/palace.png</Icon>
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</Identity>
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<Loot>
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<stone>60</stone>
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<stone>40</stone>
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<metal>40</metal>
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</Loot>
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<Obstruction>
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@ -47,10 +47,8 @@
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<Rates>
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<food>1.0</food>
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<wood>1.0</wood>
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<stone>0.75</stone>
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<metal>0.75</metal>
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</Rates>
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<Interval>2000</Interval>
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<Interval>1000</Interval>
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</ResourceTrickle>
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<Sound>
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<SoundGroups>
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@ -4,6 +4,11 @@
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<Civ>pers</Civ>
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<SpecificName>Padgan</SpecificName>
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</Identity>
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<Trainer>
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<Entities datatype="tokens">
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-units/{civ}/champion_infantry_archer
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</Entities>
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</Trainer>
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<VisualActor>
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<Actor>structures/persians/barracks.xml</Actor>
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</VisualActor>
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@ -17,7 +17,12 @@
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<Entities datatype="tokens">
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units/{civ}/infantry_spearman_b
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units/{civ}/infantry_archer_b
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units/{civ}/cavalry_axeman_b
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units/{civ}/cavalry_swordsman_b
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units/{civ}/cavalry_spearman_b
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units/{civ}/cavalry_javelineer_b
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units/{civ}/cavalry_archer_b
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units/{civ}/cavalry_crossbowman_b
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</Entities>
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</Trainer>
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<VisualActor>
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|
@ -1,15 +1,14 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_structure_special">
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<BuildRestrictions>
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<Territory>own neutral</Territory>
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<Territory>own</Territory>
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<Category>Yakhchal</Category>
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</BuildRestrictions>
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<Cost>
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<BuildTime>100</BuildTime>
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<BuildTime>60</BuildTime>
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<Resources>
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<stone>100</stone>
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<wood>100</wood>
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<metal>0</metal>
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</Resources>
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</Cost>
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<Footprint replace="">
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@ -32,9 +31,19 @@
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<RequiredTechnology>phase_village</RequiredTechnology>
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<Icon>structures/yakhchal.png</Icon>
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</Identity>
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<Loot>
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<stone>20</stone>
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<wood>20</wood>
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</Loot>
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<Obstruction>
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<Static width="16.0" depth="16.0"/>
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</Obstruction>
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<ProductionQueue/>
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<Researcher>
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<Technologies datatype="tokens">
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pers_food_trickle
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</Technologies>
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</Researcher>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_farmstead.xml</select>
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@ -42,10 +51,14 @@
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<death>attack/destruction/building_collapse_large.xml</death>
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</SoundGroups>
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</Sound>
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<TerritoryDecay>
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<Territory>enemy</Territory>
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</TerritoryDecay>
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<TerritoryInfluence disable=""/>
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<TerritoryInfluence>
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<Root>false</Root>
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<Radius>20</Radius>
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<Weight>30000</Weight>
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</TerritoryInfluence>
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<Vision>
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<Range>20</Range>
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</Vision>
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<VisualActor>
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<Actor>structures/persians/ice_house.xml</Actor>
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<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
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|
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<TempleOfAmun>1</TempleOfAmun>
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<TempleOfVesta>1</TempleOfVesta>
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<Theater>1</Theater>
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<Yakhchal>5</Yakhchal>
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<WarDog>20</WarDog>
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<Wonder>1</Wonder>
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||||
</Limits>
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|
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<Researcher>
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<Technologies datatype="tokens">
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barracks_batch_training
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infantry_cost_time
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unlock_champion_infantry
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pair_unlock_champions_sele
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</Technologies>
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|
@ -41,7 +41,6 @@
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||||
<Researcher>
|
||||
<Technologies datatype="tokens">
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stable_batch_training
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||||
cavalry_cost_time
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||||
cavalry_movement_speed
|
||||
cavalry_health
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||||
nisean_horses
|
||||
|
@ -1,5 +1,8 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Entity parent="template_unit_champion_infantry_spearman">
|
||||
<Health>
|
||||
<Max>140</Max>
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||||
</Health>
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||||
<Identity>
|
||||
<Civ>pers</Civ>
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||||
<Lang>persian</Lang>
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||||
@ -8,6 +11,25 @@
|
||||
<VisibleClasses datatype="tokens">Immortal</VisibleClasses>
|
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<Icon>units/pers_champion_infantry.png</Icon>
|
||||
</Identity>
|
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<Resistance>
|
||||
<Entity>
|
||||
<Damage>
|
||||
<Hack op="add">-3</Hack>
|
||||
<Pierce op="add">-3</Pierce>
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||||
</Damage>
|
||||
</Entity>
|
||||
</Resistance>
|
||||
<Upgrade>
|
||||
<Immortal_archer>
|
||||
<Entity>units/pers/champion_infantry_archer</Entity>
|
||||
<Tooltip>Switch to using the bow and arrow.</Tooltip>
|
||||
<Variant>upgrading</Variant>
|
||||
<Time>8</Time>
|
||||
</Immortal_archer>
|
||||
</Upgrade>
|
||||
<UnitMotion>
|
||||
<WalkSpeed op="mul">0.9</WalkSpeed>
|
||||
</UnitMotion>
|
||||
<VisualActor>
|
||||
<Actor>units/persians/infantry_spearman_c2.xml</Actor>
|
||||
</VisualActor>
|
||||
|
@ -3,6 +3,7 @@
|
||||
<Builder>
|
||||
<Entities datatype="tokens">
|
||||
structures/pers/apadana
|
||||
structures/pers/ice_house
|
||||
</Entities>
|
||||
</Builder>
|
||||
<Identity>
|
||||
|
@ -3,6 +3,7 @@
|
||||
<Builder>
|
||||
<Entities datatype="tokens">
|
||||
structures/pers/apadana
|
||||
structures/pers/ice_house
|
||||
</Entities>
|
||||
</Builder>
|
||||
<Identity>
|
||||
|
@ -3,6 +3,7 @@
|
||||
<Builder>
|
||||
<Entities datatype="tokens">
|
||||
structures/pers/apadana
|
||||
structures/pers/ice_house
|
||||
</Entities>
|
||||
</Builder>
|
||||
<Identity>
|
||||
|
@ -3,6 +3,7 @@
|
||||
<Builder>
|
||||
<Entities datatype="tokens">
|
||||
structures/pers/apadana
|
||||
structures/pers/ice_house
|
||||
</Entities>
|
||||
</Builder>
|
||||
<Identity>
|
||||
|
Loading…
Reference in New Issue
Block a user