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
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@ -0,0 +1,82 @@
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<?xml version="1.0" encoding="utf-8"?>
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||||||
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<actor version="1">
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||||||
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<castshadow/>
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||||||
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<group>
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||||||
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<variant>
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||||||
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<mesh>skeletal/new/m_armor_pants_tunic_long.dae</mesh>
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||||||
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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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||||||
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</props>
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||||||
|
<textures>
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||||||
|
<texture file="skeletal/pers/scale_01_spec.png" name="specTex"/>
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||||||
|
</textures>
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||||||
|
</variant>
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||||||
|
</group>
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||||||
|
<group>
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||||||
|
<variant frequency="1" name="Armor Bronze Scales">
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||||||
|
<textures>
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||||||
|
<texture file="skeletal/pers/scale_04_02.png" name="baseTex"/>
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||||||
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<texture file="skeletal/pers/scale_04_spec.png" name="specTex"/>
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||||||
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</textures>
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||||||
|
</variant>
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||||||
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<variant frequency="3" name="Armor Iron Scales">
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||||||
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<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>
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||||||
|
<variant frequency="3" name="scale-1a">
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||||||
|
<textures>
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||||||
|
<texture file="skeletal/pers/scale_01_01.png" name="baseTex"/>
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||||||
|
</textures>
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||||||
|
</variant>
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||||||
|
<variant frequency="2" name="scale-1b">
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||||||
|
<textures>
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||||||
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<texture file="skeletal/pers/scale_01_02.png" name="baseTex"/>
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||||||
|
</textures>
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||||||
|
</variant>
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||||||
|
<variant frequency="3" name="scale-1c">
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||||||
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<textures>
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||||||
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<texture file="skeletal/pers/scale_01_03.png" name="baseTex"/>
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||||||
|
</textures>
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||||||
|
</variant>
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||||||
|
<variant frequency="2" name="scale-1d">
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||||||
|
<textures>
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||||||
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<texture file="skeletal/pers/scale_01_04.png" name="baseTex"/>
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||||||
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</textures>
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||||||
|
</variant>
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||||||
|
<variant frequency="2" name="scale-1e">
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||||||
|
<textures>
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||||||
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<texture file="skeletal/pers/scale_01_05.png" name="baseTex"/>
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||||||
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</textures>
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||||||
|
</variant>
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||||||
|
<variant frequency="3" name="scale-1f">
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||||||
|
<textures>
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||||||
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<texture file="skeletal/pers/scale_01_06.png" name="baseTex"/>
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||||||
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</textures>
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||||||
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</variant>
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||||||
|
<variant frequency="2" name="scale-1g">
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||||||
|
<textures>
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||||||
|
<texture file="skeletal/pers/scale_01_07.png" name="baseTex"/>
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||||||
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</textures>
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||||||
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</variant>
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||||||
|
<variant frequency="2" name="scale-1h">
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||||||
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<textures>
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||||||
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<texture file="skeletal/pers/scale_01_08.png" name="baseTex"/>
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||||||
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</textures>
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||||||
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</variant>
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||||||
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</group>
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||||||
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<group>
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||||||
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<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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||||||
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<variant file="biped/death_infantry.xml"/>
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||||||
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</group>
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||||||
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<material>player_trans_spec.xml</material>
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||||||
|
</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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"Name": "Large Rams",
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||||||
"History": "",
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"History": "",
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"Description": "Battering Rams +20% attack damage and +2 garrison capacity."
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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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{
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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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||||||
],
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],
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||||||
"WallSets": [
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"WallSets": [
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@ -4,7 +4,12 @@
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"cost": {
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"cost": {
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||||||
"food": 500
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"food": 500
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||||||
},
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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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||||||
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{ "notciv": "pers" }
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||||||
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]
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||||||
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},
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||||||
"requirementsTooltip": "Unlocked in City Phase.",
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"requirementsTooltip": "Unlocked in City Phase.",
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||||||
"icon": "fist_spear_fire.png",
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"icon": "fist_spear_fire.png",
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"researchTime": 40,
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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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}
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@ -14,10 +14,9 @@
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"requirementsTooltip": "Unlocked in City Phase.",
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"requirementsTooltip": "Unlocked in City Phase.",
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"icon": "immortals.png",
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"icon": "immortals.png",
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||||||
"researchTime": 60,
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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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"modifications": [
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{ "value": "Cost/BuildTime", "multiply": 0.5 },
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{ "value": "Cost/BuildTime", "multiply": 0.5 }
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{ "value": "Health/Max", "multiply": 0.9 }
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],
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],
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||||||
"affects": ["Immortal"],
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"affects": ["Immortal"],
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||||||
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
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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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||||||
}
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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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||||||
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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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||||||
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"researchTime": 40,
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||||||
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"tooltip": "IceHouse +1 trickle food rate per second.",
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"modifications": [
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||||||
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{ "value": "ResourceTrickle/Rates/food", "add": 1 }
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],
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"affects": ["IceHouse"],
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||||||
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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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{
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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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"cost": {
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"cost": {
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"food": 500
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"food": 500
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},
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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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"requirementsTooltip": "Unlocked in City Phase.",
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"icon": "horseshoe_gold.png",
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"icon": "horseshoe_gold.png",
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"researchTime": 40,
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"researchTime": 40,
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<Cost>
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<Cost>
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<BuildTime>300</BuildTime>
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<BuildTime>300</BuildTime>
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<Resources>
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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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<metal>200</metal>
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</Resources>
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</Resources>
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</Cost>
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</Cost>
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<Icon>structures/palace.png</Icon>
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<Icon>structures/palace.png</Icon>
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</Identity>
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</Identity>
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<Loot>
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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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<metal>40</metal>
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</Loot>
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</Loot>
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<Obstruction>
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<Obstruction>
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<Rates>
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<Rates>
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<food>1.0</food>
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<food>1.0</food>
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||||||
<wood>1.0</wood>
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<wood>1.0</wood>
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||||||
<stone>0.75</stone>
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|
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<metal>0.75</metal>
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|
||||||
</Rates>
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</Rates>
|
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<Interval>2000</Interval>
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<Interval>1000</Interval>
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</ResourceTrickle>
|
</ResourceTrickle>
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<Sound>
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<Sound>
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<SoundGroups>
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<SoundGroups>
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|||||||
<Civ>pers</Civ>
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<Civ>pers</Civ>
|
||||||
<SpecificName>Padgan</SpecificName>
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<SpecificName>Padgan</SpecificName>
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||||||
</Identity>
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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>
|
<VisualActor>
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||||||
<Actor>structures/persians/barracks.xml</Actor>
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<Actor>structures/persians/barracks.xml</Actor>
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</VisualActor>
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</VisualActor>
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<Entities datatype="tokens">
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<Entities datatype="tokens">
|
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units/{civ}/infantry_spearman_b
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units/{civ}/infantry_spearman_b
|
||||||
units/{civ}/infantry_archer_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
|
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>
|
</Entities>
|
||||||
</Trainer>
|
</Trainer>
|
||||||
<VisualActor>
|
<VisualActor>
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||||||
|
@ -1,15 +1,14 @@
|
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<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Entity parent="template_structure_special">
|
<Entity parent="template_structure_special">
|
||||||
<BuildRestrictions>
|
<BuildRestrictions>
|
||||||
<Territory>own neutral</Territory>
|
<Territory>own</Territory>
|
||||||
<Category>Yakhchal</Category>
|
<Category>Yakhchal</Category>
|
||||||
</BuildRestrictions>
|
</BuildRestrictions>
|
||||||
<Cost>
|
<Cost>
|
||||||
<BuildTime>100</BuildTime>
|
<BuildTime>60</BuildTime>
|
||||||
<Resources>
|
<Resources>
|
||||||
<stone>100</stone>
|
<stone>100</stone>
|
||||||
<wood>100</wood>
|
<wood>100</wood>
|
||||||
<metal>0</metal>
|
|
||||||
</Resources>
|
</Resources>
|
||||||
</Cost>
|
</Cost>
|
||||||
<Footprint replace="">
|
<Footprint replace="">
|
||||||
@ -32,9 +31,19 @@
|
|||||||
<RequiredTechnology>phase_village</RequiredTechnology>
|
<RequiredTechnology>phase_village</RequiredTechnology>
|
||||||
<Icon>structures/yakhchal.png</Icon>
|
<Icon>structures/yakhchal.png</Icon>
|
||||||
</Identity>
|
</Identity>
|
||||||
|
<Loot>
|
||||||
|
<stone>20</stone>
|
||||||
|
<wood>20</wood>
|
||||||
|
</Loot>
|
||||||
<Obstruction>
|
<Obstruction>
|
||||||
<Static width="16.0" depth="16.0"/>
|
<Static width="16.0" depth="16.0"/>
|
||||||
</Obstruction>
|
</Obstruction>
|
||||||
|
<ProductionQueue/>
|
||||||
|
<Researcher>
|
||||||
|
<Technologies datatype="tokens">
|
||||||
|
pers_food_trickle
|
||||||
|
</Technologies>
|
||||||
|
</Researcher>
|
||||||
<Sound>
|
<Sound>
|
||||||
<SoundGroups>
|
<SoundGroups>
|
||||||
<select>interface/select/building/sel_farmstead.xml</select>
|
<select>interface/select/building/sel_farmstead.xml</select>
|
||||||
@ -42,10 +51,14 @@
|
|||||||
<death>attack/destruction/building_collapse_large.xml</death>
|
<death>attack/destruction/building_collapse_large.xml</death>
|
||||||
</SoundGroups>
|
</SoundGroups>
|
||||||
</Sound>
|
</Sound>
|
||||||
<TerritoryDecay>
|
<TerritoryInfluence>
|
||||||
<Territory>enemy</Territory>
|
<Root>false</Root>
|
||||||
</TerritoryDecay>
|
<Radius>20</Radius>
|
||||||
<TerritoryInfluence disable=""/>
|
<Weight>30000</Weight>
|
||||||
|
</TerritoryInfluence>
|
||||||
|
<Vision>
|
||||||
|
<Range>20</Range>
|
||||||
|
</Vision>
|
||||||
<VisualActor>
|
<VisualActor>
|
||||||
<Actor>structures/persians/ice_house.xml</Actor>
|
<Actor>structures/persians/ice_house.xml</Actor>
|
||||||
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
|
<FoundationActor>structures/fndn_4x4.xml</FoundationActor>
|
||||||
|
@ -29,6 +29,7 @@
|
|||||||
<TempleOfAmun>1</TempleOfAmun>
|
<TempleOfAmun>1</TempleOfAmun>
|
||||||
<TempleOfVesta>1</TempleOfVesta>
|
<TempleOfVesta>1</TempleOfVesta>
|
||||||
<Theater>1</Theater>
|
<Theater>1</Theater>
|
||||||
|
<Yakhchal>5</Yakhchal>
|
||||||
<WarDog>20</WarDog>
|
<WarDog>20</WarDog>
|
||||||
<Wonder>1</Wonder>
|
<Wonder>1</Wonder>
|
||||||
</Limits>
|
</Limits>
|
||||||
|
@ -41,7 +41,6 @@
|
|||||||
<Researcher>
|
<Researcher>
|
||||||
<Technologies datatype="tokens">
|
<Technologies datatype="tokens">
|
||||||
barracks_batch_training
|
barracks_batch_training
|
||||||
infantry_cost_time
|
|
||||||
unlock_champion_infantry
|
unlock_champion_infantry
|
||||||
pair_unlock_champions_sele
|
pair_unlock_champions_sele
|
||||||
</Technologies>
|
</Technologies>
|
||||||
|
@ -41,7 +41,6 @@
|
|||||||
<Researcher>
|
<Researcher>
|
||||||
<Technologies datatype="tokens">
|
<Technologies datatype="tokens">
|
||||||
stable_batch_training
|
stable_batch_training
|
||||||
cavalry_cost_time
|
|
||||||
cavalry_movement_speed
|
cavalry_movement_speed
|
||||||
cavalry_health
|
cavalry_health
|
||||||
nisean_horses
|
nisean_horses
|
||||||
|
@ -1,5 +1,8 @@
|
|||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Entity parent="template_unit_champion_infantry_spearman">
|
<Entity parent="template_unit_champion_infantry_spearman">
|
||||||
|
<Health>
|
||||||
|
<Max>140</Max>
|
||||||
|
</Health>
|
||||||
<Identity>
|
<Identity>
|
||||||
<Civ>pers</Civ>
|
<Civ>pers</Civ>
|
||||||
<Lang>persian</Lang>
|
<Lang>persian</Lang>
|
||||||
@ -8,6 +11,25 @@
|
|||||||
<VisibleClasses datatype="tokens">Immortal</VisibleClasses>
|
<VisibleClasses datatype="tokens">Immortal</VisibleClasses>
|
||||||
<Icon>units/pers_champion_infantry.png</Icon>
|
<Icon>units/pers_champion_infantry.png</Icon>
|
||||||
</Identity>
|
</Identity>
|
||||||
|
<Resistance>
|
||||||
|
<Entity>
|
||||||
|
<Damage>
|
||||||
|
<Hack op="add">-3</Hack>
|
||||||
|
<Pierce op="add">-3</Pierce>
|
||||||
|
</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>
|
<VisualActor>
|
||||||
<Actor>units/persians/infantry_spearman_c2.xml</Actor>
|
<Actor>units/persians/infantry_spearman_c2.xml</Actor>
|
||||||
</VisualActor>
|
</VisualActor>
|
||||||
|
@ -3,6 +3,7 @@
|
|||||||
<Builder>
|
<Builder>
|
||||||
<Entities datatype="tokens">
|
<Entities datatype="tokens">
|
||||||
structures/pers/apadana
|
structures/pers/apadana
|
||||||
|
structures/pers/ice_house
|
||||||
</Entities>
|
</Entities>
|
||||||
</Builder>
|
</Builder>
|
||||||
<Identity>
|
<Identity>
|
||||||
|
@ -3,6 +3,7 @@
|
|||||||
<Builder>
|
<Builder>
|
||||||
<Entities datatype="tokens">
|
<Entities datatype="tokens">
|
||||||
structures/pers/apadana
|
structures/pers/apadana
|
||||||
|
structures/pers/ice_house
|
||||||
</Entities>
|
</Entities>
|
||||||
</Builder>
|
</Builder>
|
||||||
<Identity>
|
<Identity>
|
||||||
|
@ -3,6 +3,7 @@
|
|||||||
<Builder>
|
<Builder>
|
||||||
<Entities datatype="tokens">
|
<Entities datatype="tokens">
|
||||||
structures/pers/apadana
|
structures/pers/apadana
|
||||||
|
structures/pers/ice_house
|
||||||
</Entities>
|
</Entities>
|
||||||
</Builder>
|
</Builder>
|
||||||
<Identity>
|
<Identity>
|
||||||
|
@ -3,6 +3,7 @@
|
|||||||
<Builder>
|
<Builder>
|
||||||
<Entities datatype="tokens">
|
<Entities datatype="tokens">
|
||||||
structures/pers/apadana
|
structures/pers/apadana
|
||||||
|
structures/pers/ice_house
|
||||||
</Entities>
|
</Entities>
|
||||||
</Builder>
|
</Builder>
|
||||||
<Identity>
|
<Identity>
|
||||||
|
Loading…
Reference in New Issue
Block a user