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forked from 0ad/0ad

This was SVN commit r5278.

This commit is contained in:
Michael D. Hafer 2007-08-03 03:10:19 +00:00
parent 10bfb615e9
commit e16a957b51
21 changed files with 268 additions and 52 deletions

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@ -10,9 +10,12 @@
</group>
<group>
<variant frequency="100" name="texture">
<variant frequency="1" name="hide-brown">
<texture>skeletal/animal_elephant.dds</texture>
</variant>
<variant frequency="1" name="hide-gray">
<texture>skeletal/animal_elephant2.dds</texture>
</variant>
</group>
</actor>

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@ -10,9 +10,12 @@
</group>
<group>
<variant frequency="100" name="texture">
<variant frequency="1" name="Hair-dark">
<texture>skeletal/animal_goat.dds</texture>
</variant>
<variant frequency="1" name="Hair-light">
<texture>skeletal/animal_goat2.dds</texture>
</variant>
</group>
</actor>

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@ -4,24 +4,46 @@
<castshadow/>
<group>
<variant frequency="1" name="Bush Temperate Large A1">
<variant frequency="1" name="Bush Temperate Large A1-light">
<mesh>gaia/bush_tempe_la_a_1.pmd</mesh>
</variant>
<variant frequency="1" name="Bush Temperate Large A2">
<mesh>gaia/bush_tempe_la_a_2.pmd</mesh>
</variant>
<variant frequency="1" name="Bush Temperate Large A3">
<mesh>gaia/bush_tempe_la_a_3.pmd</mesh>
</variant>
</group>
<group>
<variant frequency="1" name="Leaf-Color-Light">
<texture>gaia/bush_tempe_la_a.dds</texture>
</variant>
<variant frequency="2" name="Leaf-Color-Dark">
<variant frequency="1" name="Bush Temperate Large A1-dark">
<mesh>gaia/bush_tempe_la_a_1.pmd</mesh>
<texture>gaia/bush_tempe_la_a2.dds</texture>
</variant>
<variant frequency="1" name="Bush Temperate Large A2-light">
<mesh>gaia/bush_tempe_la_a_2.pmd</mesh>
<texture>gaia/bush_tempe_la_a.dds</texture>
</variant>
<variant frequency="1" name="Bush Temperate Large A2-dark">
<mesh>gaia/bush_tempe_la_a_2.pmd</mesh>
<texture>gaia/bush_tempe_la_a2.dds</texture>
</variant>
<variant frequency="1" name="Bush Temperate Large A3-light">
<mesh>gaia/bush_tempe_la_a_3.pmd</mesh>
<texture>gaia/bush_tempe_la_a.dds</texture>
</variant>
<variant frequency="1" name="Bush Temperate Large A3-dark">
<mesh>gaia/bush_tempe_la_a_3.pmd</mesh>
<texture>gaia/bush_tempe_la_a2.dds</texture>
</variant>
<variant frequency="1" name="Bush Temperate Large B1-light">
<mesh>gaia/bush_tempe_la_b_1.pmd</mesh>
<texture>gaia/bush_tempe_la_b2.dds</texture>
</variant>
<variant frequency="1" name="Bush Temperate Large B1-dark">
<mesh>gaia/bush_tempe_la_b_1.pmd</mesh>
<texture>gaia/bush_tempe_la_b.dds</texture>
</variant>
<variant frequency="1" name="Bush Temperate Large B2-light">
<mesh>gaia/bush_tempe_la_b_2.pmd</mesh>
<texture>gaia/bush_tempe_la_b2.dds</texture>
</variant>
<variant frequency="1" name="Bush Temperate Large B2-dark">
<mesh>gaia/bush_tempe_la_b_2.pmd</mesh>
<texture>gaia/bush_tempe_la_b.dds</texture>
</variant>
</group>
<material>basic_trans.xml</material>

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant name="a">
<mesh>props/helmet/pers_floppy_a.pmd</mesh>
<texture>props/helmet/floppycap_persian_1.dds</texture>
</variant>
</group>
</actor>

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@ -0,0 +1,14 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<group>
<variant frequency="100" name="Mesh">
<mesh>props/shield/spara_a_f.pmd</mesh>
<props>
<prop actor="props/units/shields/pers_tower_back.xml" attachpoint="back"/>
</props>
<texture>props/shield/pers_rect_a.dds</texture>
</variant>
</group>
</actor>

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="mesh">
<mesh>props/shield/spara_a_b.pmd</mesh>
<texture>props/shield/pers_rect_d.dds</texture>
</variant>
</group>
</actor>

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@ -8,11 +8,11 @@
<animations>
<animation file="infantry/spear/idle/isp_01.psa" name="Idle" speed="100"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="Melee" speed="100"/>
<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="Melee" speed="120"/>
<animation event="0.5" file="biped/inf_spear_shield_atk_a.psa" name="Melee" speed="100"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="8"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="18"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="18"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="6"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="8"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="8"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>

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@ -6,26 +6,91 @@
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
<animation file="biped/inf_arch_atk_a.psa" name="Idle" speed="1"/>
<animation event="0.85" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="35"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/dude/dudechop.psa" name="Chop" speed="150"/>
<animation file="infantry/general/dude/dudedeath_sword.psa" name="Death" speed="200"/>
<animation file="infantry/general/dude/dudedecay_sword.psa" name="Corpse" speed="100"/>
<animation event="0.86" file="biped/inf_arch_atk_a.psa" load="0.16" name="Attack" speed="100"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_05.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_b.pmd</mesh>
<mesh>skeletal/m_pants_b.pmd</mesh>
<props>
<prop actor="props/temp/pers_sign_infantry_archer_e.xml" attachpoint="head_extra"/>
<prop actor="props/temp/placeholder_helmet_e.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/placeholder_head_pers.xml" attachpoint="head"/>
<prop actor="props/units/heads/floppy_pers_e.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_e.xml" attachpoint="head"/>
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
<prop actor="props/temp/quiver.xml" attachpoint="back"/>
<prop actor="props/temp/quiver.xml" attachpoint="l_hip"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<texture>skeletal/plac_pers_e.dds</texture>
<texture>skeletal/pers_iar_e.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>

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@ -20,9 +20,9 @@
</Creation>
<Armour>
<Hack>250.0</Hack>
<Pierce>180.0</Pierce>
<Crush>100.0</Crush>
<Hack>25.0</Hack>
<Pierce>25.0</Pierce>
<Crush>25.0</Crush>
</Armour>>
<Health>
@ -49,17 +49,16 @@
<Actions>
<Attack>
<Melee>
<Hack>175.0</Hack>
<Pierce>150.0</Pierce>
<Crush>115.0</Crush>
<Hack>30.0</Hack>
<Pierce>20.0</Pierce>
<Crush>2.0</Crush>
<Range>5.0</Range>
<Speed>1500</Speed>
</Melee>
<Charge>
<Hack>25.0</Hack>
<Pierce>25.0</Pierce>
<Hack>35.0</Hack>
<Pierce>35.0</Pierce>
<Crush>0.0</Crush>
<Range>5.0</Range>
<Speed>1500</Speed>

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@ -29,6 +29,16 @@
<Pierce>7.75</Pierce>
<Crush>0.0</Crush>
</Melee>
<Charge>
<Hack>14.0</Hack>
<Pierce>9.0</Pierce>
<Crush>15.0</Crush>
<Range>5.0</Range>
<Speed>1500</Speed>
</Charge>
</Attack>
</Actions>

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@ -16,8 +16,52 @@
<History>Ekdromos (literally: out runner) was a development of the hoplite. Development of the hoplite took many twists and turns based on the changing dynamics on the field of battle. Once armies began using Peltasts imported from Thrace something had to be done to counter this barrage of javelins thrown into the midst of a phalanx. The Thebans began to increase the armor of their hoplites, but the Athenians took a completely different approach and lightened the load for their infantry. The Ekdromoi would dash out from the phalanx, close with the enemy ranged units at speed, and cut them down at will. This approach also worked to harass more heavily armed troops as well, the enemy carrying too much weight to catch the vexatious Ekdromoi.</History>
</Id>
<Armour>
<Hack>6.0</Hack>
<Pierce>5.0</Pierce>
<Crush>11.0</Crush>
</Armour>
<Health>
<Max>120</Max>
</Health>
</Traits>
<Actions>
<Attack>
<Melee>
<Hack>13.0</Hack>
<Pierce>9.0</Pierce>
<Crush>0.0</Crush>
</Melee>
<Charge>
<Hack>18.0</Hack>
<Pierce>11.0</Pierce>
<Crush>15.0</Crush>
<Range>5.0</Range>
<Speed>1500</Speed>
</Charge>
</Attack>
<Move>
<Speed>8.0</Speed>
<TurningRadius>1.0</TurningRadius>
<Run>
<Speed>20.0</Speed>
<Range>600.0</Range>
<RangeMin>5.0</RangeMin>
</Run>
</Move>
</Actions>
<Actor>units/hellenes/super_unit_2.xml</Actor>
</Entity>

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@ -18,9 +18,9 @@
</Id>
<Armour>
<Hack>9.0</Hack>
<Pierce>8.0</Pierce>
<Crush>13.0</Crush>
<Hack>7.5</Hack>
<Pierce>6.0</Pierce>
<Crush>12.0</Crush>
</Armour>
<Health>
@ -32,7 +32,7 @@
<Actions>
<Attack>
<Melee>
<Hack>10.0</Hack>
<Hack>8.0</Hack>
<Pierce>20.0</Pierce>
<Crush>0.0</Crush>
<Range>7.0</Range>

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@ -18,8 +18,8 @@
</Id>
<Armour>
<Hack>13.0</Hack>
<Pierce>10.0</Pierce>
<Hack>8.0</Hack>
<Pierce>7.0</Pierce>
<Crush>13.0</Crush>
</Armour>
@ -32,10 +32,20 @@
<Actions>
<Attack>
<Melee>
<Hack>20.0</Hack>
<Hack>15.0</Hack>
<Pierce>9.0</Pierce>
<Crush>2.0</Crush>
</Melee>
<Charge>
<Hack>20.0</Hack>
<Pierce>12.0</Pierce>
<Crush>15.0</Crush>
<Range>5.0</Range>
<Speed>1500</Speed>
</Charge>
</Attack>
</Actions>

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@ -1,6 +1,8 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="pers_infantry_archer_a"
>
<Entity Parent="pers_infantry_archer_a">
<Actor>units/persians/infantry_archer_e.xml</Actor>
</Entity>

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