Added support for building icon sheets.

This was SVN commit r1418.
This commit is contained in:
Acumen 2004-11-28 19:07:26 +00:00
parent 2ad47d5758
commit 3f78a37325
17 changed files with 37 additions and 5 deletions

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@ -3,14 +3,14 @@
<Entity Tag="hele_ho_b1" Parent="ho">
<Traits>
<Id
generic="House"
civ_code="hele"
civ="Hellenes"
internal_only="false"
icon="sheet_hele"
specific="Metathron"
icon="structure_heleho"
class2="Structure"
class3="Economic"
history="Hellenic houses from the Classical Age were generally humble yet stylish. During the Hellenistic Age, however, luxurious palaces and estates became commonplace in the rich Hellenistic metropolises like Antioch, Alexandria and Seleucia."
/>
</Traits>
<Actor>Hellenes House 1</Actor>
<Footprint Width="12.0" Height="12.0"/>
</Entity>

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@ -5,6 +5,8 @@
<Id
generic="Civilian Centre"
icon_cell="48"
rollover="The heart of the player's empire. Trains economic units, and can only be built on settlements."
type.structure.group.housing="true"

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@ -5,6 +5,8 @@
<Id
generic="Temple"
icon_cell="59"
rollover="The Temple trains physicians, researches medical technologies, and provides healing to nearby allied organic units."
type.structure.phase.tp="true"

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@ -5,6 +5,8 @@
<Id
generic="House"
icon_cell="49"
rollover="A civic building that increases the player's population."
type.structure.group.housing="true"

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@ -5,6 +5,8 @@
<Id
generic="Outpost"
icon_cell="54"
rollover="Outposts can be built anywhere on a player's land, and garrisoned to provide reconnaissance and defense against attackers."
type.structure.phase.vp="true"

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@ -5,6 +5,8 @@
<Id
generic="Wall"
icon_cell="55"
rollover="Build walls to protect a town, close off choke points, and defend resource sites."
type.structure.phase.vp="true"

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@ -5,6 +5,8 @@
<Id
generic="Gate"
icon_cell="57"
rollover="Gates allow allied units access through a wall, but are also its most vulnerable point."
type.structure.phase.vp="true"

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@ -5,6 +5,8 @@
<Id
generic="Tower"
icon_cell="56"
rollover="Towers can be garrisoned to defend a city wall against attackers."
type.structure.phase.vp="true"

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@ -5,6 +5,8 @@
<Id
generic="Farmstead"
icon_cell="50"
rollover="The Farmstead is the centre for food gathering operations. Fields and Corrals must be built at lots adjacent to it."
type.structure.phase.vp="true"

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@ -5,6 +5,8 @@
<Id
generic="Mill"
icon_cell="53"
rollover="A Mill must be constructed near a source of Wood, Stone or Ore in order to collect them. It also provides technologies that improve gathering of these resources."
type.structure.phase.vp="true"

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@ -5,6 +5,8 @@
<Id
generic="Market"
icon_cell="61"
rollover="The Market creates trade units and allows resources to be bartered. Traders travel between Markets, generating resources on a successful round-trip."
type.structure.phase.tp="true"

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@ -5,6 +5,8 @@
<Id
generic="Fortress"
icon_cell="62"
rollover="The Fortress represents the pinnacle of a civilisation's military prowess. Heroes, powerful advanced units, and unique technologies are available from this structure."
type.structure.phase.cp="true"

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@ -5,6 +5,8 @@
<Id
generic="Barracks"
icon_cell="60"
rollover="The Barracks trains military units. Technologies may also be researched to improve their equipment."
type.structure.phase.tp="true"

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@ -5,6 +5,8 @@
<Id
generic="Dock"
icon_cell="58"
rollover="Naval vessels are manufactured at this building. A Dock must be built on the shoreline of a body of water."
type.structure.phase.tp="true"

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<Id
generic="Special Building"
icon_cell="63"
rollover="This is a special building unique to a particular civilisation."
type.structure.phase.cp="true"

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<Id
generic="Corral"
icon_cell="52"
rollover="Herd domestic animals into a Corral, and they will provide Food for your civilisation."
type.structure.phase.vp="true"

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@ -5,6 +5,8 @@
<Id
generic="Field"
icon_cell="51"
rollover="Assign an economic unit to a Field to harvest grain and generate Food."
type.structure.phase.vp="true"