[art] Better decals for some building actors; added 2 new "tents" for Atlas.
This was SVN commit r26570.
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@ -14,7 +14,7 @@
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<prop actor="props/structures/ptolemies/market_cloth_big2.xml" attachpoint="root"/>
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<prop actor="props/structures/ptolemies/market_cloth_small.xml" attachpoint="root"/>
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<prop actor="props/structures/ptolemies/market_plants.xml" attachpoint="root"/>
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<prop actor="props/structures/decals/gravel_5x5.xml" attachpoint="root"/>
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<prop actor="props/structures/decals/paving_tile_sahara_8x8_round.xml" attachpoint="root"/>
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</props>
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<textures>
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<texture file="structural/ptol_struct.png" name="baseTex"/>
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@ -5,8 +5,7 @@
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<variant frequency="100" name="Base">
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<mesh>structural/ptol_stable.dae</mesh>
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<props>
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<prop actor="props/structures/decals/hele_corral_mud.xml" attachpoint="root"/>
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<prop actor="props/structures/decals/dirt_4x4.xml" attachpoint="root"/>
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<prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/>
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<prop actor="props/structures/persians/stable_horse_a.xml" attachpoint="horse"/>
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<prop actor="props/structures/persians/stable_horse_b.xml" attachpoint="horse_1"/>
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<prop actor="props/structures/persians/stable_horse_c.xml" attachpoint="horse_2"/>
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@ -5,8 +5,7 @@
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<variant frequency="100" name="ampitheater">
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<mesh>structural/rome_amphitheater_pompeii.dae</mesh>
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<props>
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<prop actor="props/structures/decals/dirt_5x5.xml" attachpoint="root"/>
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<prop actor="props/structures/decals/celt_barracks.xml" attachpoint="root"/>
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<prop actor="props/structures/decals/dirt_theater.xml" attachpoint="root"/>
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</props>
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<textures>
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<texture file="structural/rome_struct_2.png" name="baseTex"/>
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@ -5,9 +5,9 @@
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<variant frequency="1" name="bats">
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<mesh>structural/spart_wonder.dae</mesh>
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<props>
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<prop actor="props/structures/decals/dirt_4x6.xml" attachpoint="root"/>
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<prop actor="props/structures/spartans/wonder_nature.xml" attachpoint="root"/>
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<prop actor="geology/decal_stone_medit_b.xml" attachpoint="decal"/>
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<prop actor="props/structures/decals/dirt_5x10.xml" attachpoint="root"/>
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<prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush"/>
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<prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush_1"/>
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<prop actor="props/flora/decals_flowers_daisies.xml" attachpoint="bush_2"/>
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@ -0,0 +1,64 @@
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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 enemy</Territory>
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</BuildRestrictions>
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<Capturable>
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<CapturePoints>25</CapturePoints>
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<RegenRate>0</RegenRate>
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<GarrisonRegenRate>5</GarrisonRegenRate>
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</Capturable>
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<Cost>
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<BuildTime>20</BuildTime>
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<Resources>
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<wood>50</wood>
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</Resources>
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</Cost>
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<Footprint>
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<Square width="12.0" depth="11.0"/>
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<Height>5.0</Height>
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</Footprint>
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<GarrisonHolder>
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<Max>5</Max>
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<EjectHealth>0.1</EjectHealth>
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<EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy>
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<List datatype="tokens">Support Infantry</List>
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<BuffHeal>0</BuffHeal>
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<LoadingRange>2</LoadingRange>
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</GarrisonHolder>
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<Health>
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<Max>100</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Civ>rome</Civ>
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<SpecificName>Arab Army Tent</SpecificName>
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<GenericName>Tent</GenericName>
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<Icon>structures/mercenary_camp.png</Icon>
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<VisibleClasses datatype="tokens">Tent</VisibleClasses>
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<Tooltip>A temporary shelter for soldiers. +5 population bonus.</Tooltip>
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</Identity>
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<Obstruction>
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<Static width="10.0" depth="10.0"/>
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</Obstruction>
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<Population>
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<Bonus>5</Bonus>
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</Population>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_universal.xml</select>
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<constructed>interface/complete/building/complete_universal.xml</constructed>
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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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<StatusBars>
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<HeightOffset>6.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay>
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<DecayRate>1</DecayRate>
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</TerritoryDecay>
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<TerritoryInfluence disable=""/>
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<VisualActor>
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<Actor>structures/tent_arab.xml</Actor>
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</VisualActor>
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</Entity>
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@ -0,0 +1,64 @@
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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 enemy</Territory>
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</BuildRestrictions>
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<Capturable>
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<CapturePoints>25</CapturePoints>
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<RegenRate>0</RegenRate>
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<GarrisonRegenRate>5</GarrisonRegenRate>
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</Capturable>
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<Cost>
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<BuildTime>20</BuildTime>
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<Resources>
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<wood>50</wood>
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</Resources>
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</Cost>
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<Footprint>
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<Square width="12.0" depth="12.0"/>
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<Height>5.0</Height>
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</Footprint>
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<GarrisonHolder>
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<Max>5</Max>
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<EjectHealth>0.1</EjectHealth>
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<EjectClassesOnDestroy datatype="tokens">Unit</EjectClassesOnDestroy>
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<List datatype="tokens">Support Infantry</List>
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<BuffHeal>0</BuffHeal>
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<LoadingRange>2</LoadingRange>
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</GarrisonHolder>
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<Health>
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<Max>100</Max>
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<SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath>
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</Health>
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<Identity>
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<Civ>rome</Civ>
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<SpecificName>Bedouin Tent</SpecificName>
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<GenericName>Tent</GenericName>
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<Icon>structures/mercenary_camp.png</Icon>
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<VisibleClasses datatype="tokens">Tent</VisibleClasses>
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<Tooltip>A temporary shelter for soldiers. +5 population bonus.</Tooltip>
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</Identity>
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<Obstruction>
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<Static width="10.0" depth="10.0"/>
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</Obstruction>
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<Population>
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<Bonus>5</Bonus>
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</Population>
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<Sound>
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<SoundGroups>
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<select>interface/select/building/sel_universal.xml</select>
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<constructed>interface/complete/building/complete_universal.xml</constructed>
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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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<StatusBars>
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<HeightOffset>6.0</HeightOffset>
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</StatusBars>
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<TerritoryDecay>
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<DecayRate>1</DecayRate>
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</TerritoryDecay>
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<TerritoryInfluence disable=""/>
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<VisualActor>
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<Actor>props/structures/ptolemies/settlement_arabtent.xml</Actor>
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</VisualActor>
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</Entity>
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