Actor updates trying to get Persian War elephant to use the running animation, with no success.

Entity template updates to tooltips.

This was SVN commit r10554.
This commit is contained in:
Michael D. Hafer 2011-11-18 21:27:18 +00:00
parent fc325991a0
commit 9dec98e5e0
20 changed files with 42 additions and 31 deletions

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@ -13,7 +13,7 @@
<animation event="0.5" file="quadraped/elephant_attack_03.psa" name="Melee" speed="50"/>
<animation file="quadraped/elephant_death_01.psa" name="Death" speed="100"/>
</animations>
<mesh>skeletal/elephant_asian.pmd</mesh>
<mesh>skeletal/elephant_asian.dae</mesh>
<props>
<prop actor="units/carthaginians/hero_hannibal_mahout.xml" attachpoint="rider1"/>
</props>

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@ -4,15 +4,15 @@
<group>
<variant frequency="100" name="Mesh">
<animations>
<animation file="quadraped/elephant_idle_01.dae" name="Idle" speed="50"/>
<animation file="quadraped/elephant_idle_02.dae" name="Idle" speed="50"/>
<animation file="quadraped/elephant_idle_01.dae" name="Idle" speed="45"/>
<animation file="quadraped/elephant_idle_01.dae" name="idle" speed="40"/>
<animation file="quadraped/elephant_idle_01.dae" name="idle" speed="50"/>
<animation file="quadraped/elephant_idle_02.dae" name="idle" speed="60"/>
<animation file="quadraped/elephant_walk_01.dae" name="walk" speed="45"/>
<animation file="quadraped/elephant_walk_01.dae" name="walk" speed="50"/>
<animation file="quadraped/elephant_walk_01.dae" name="run " speed="75"/>
<animation event="0.5" file="quadraped/elephant_attack_03.dae" name="melee" speed="50"/>
<animation event="0.5" file="quadraped/elephant_attack_02.dae" name="melee" speed="50"/>
<animation file="quadraped/elephant_run_01.dae" name="run " speed="50"/>
<animation event="0.5" file="quadraped/elephant_attack_01.dae" name="melee" speed="50"/>
<animation event="0.5" file="quadraped/elephant_attack_02.dae" name="melee" speed="50"/>
<animation event="0.5" file="quadraped/elephant_attack_03.dae" name="melee" speed="50"/>
<animation file="quadraped/elephant_death_01.dae" name="death" speed="100"/>
</animations>
<mesh>skeletal/elephant_asian.dae</mesh>

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@ -30,7 +30,7 @@
<Identity>
<GenericName>Cavalry Javelinist</GenericName>
<Rollover>The javelins thrown from a horse's back were probably 3 at most. The idea was to quickly advance with 3 in hand, then throw them all. After you had done that it was time to switch to your secondary weapon which was usually a spear or a sword. However, in the game - these units will only have ranged attack.</Rollover>
<Tooltip>Bonused vs. Infantry Archer and Cavalry Swordsman.</Tooltip>
<Tooltip>Counters Archers and Cavalry Swordsmen.</Tooltip>
</Identity>
<UnitMotion>
<WalkSpeed>12.0</WalkSpeed>

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@ -30,6 +30,8 @@
<Identity>
<GenericName>Champion Cavalry Skirmisher.</GenericName>
<Classes datatype="tokens">Ranged</Classes>
<Tooltip>Champion Cavalry Skirmisher.
Good for raiding. Counters Archers and Cavalry Swordsmen.</Tooltip>
</Identity>
<Obstruction>
<Unit radius="1.0"/>

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@ -33,6 +33,7 @@
<Identity>
<GenericName>Champion Cavalry Spearman</GenericName>
<Classes datatype="tokens">Melee</Classes>
<Tooltip>Champion Cavalry Spearman.</Tooltip>
<Tooltip>Champion Cavalry Spearman.
Good heavy cavalry. Counters Ranged Units. Countered by Spearmen and Pikemen.</Tooltip>
</Identity>
</Entity>

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@ -31,7 +31,9 @@
<Max>160</Max>
</Health>
<Identity>
<GenericName>Champion Cavalry Spearman</GenericName>
<GenericName>Champion Cavalry Swordsman</GenericName>
<Classes datatype="tokens">Melee</Classes>
<Tooltip>Champion Cavalry Swordsman.
Good heavy cavalry and raider. Counters Support Units and Archers. Countered by Spearmen and Pikemen.</Tooltip>
</Identity>
</Entity>

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@ -30,8 +30,10 @@
<Max>120</Max>
</Health>
<Identity>
<GenericName>Champion Infantry Skirmisher</GenericName>
<GenericName>Champion Skirmisher</GenericName>
<Classes datatype="tokens">Ranged</Classes>
<Tooltip>Champion Skirmisher.
Heavy skirmisher. Counters Archers and Chariots. Countered by Cavalry.</Tooltip>
</Identity>
<Sound>
<SoundGroups>

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@ -30,8 +30,10 @@
</Resources>
</Cost>
<Identity>
<GenericName>Champion Infantry Pikeman</GenericName>
<GenericName>Champion Pikeman</GenericName>
<Classes datatype="tokens">Melee</Classes>
<Tooltip>Champion Pikeman.
The ultimate line infantry. Counters Cavalry. Countered by Swordsmen.</Tooltip>
</Identity>
<Sound>
<SoundGroups>

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@ -28,8 +28,10 @@
</Resources>
</Cost>
<Identity>
<GenericName>Champion Infantry Spearman</GenericName>
<GenericName>Champion Spearman</GenericName>
<Classes datatype="tokens">Melee</Classes>
<Tooltip>Champion Spearman.
Good heavy line infantry. Counters Cavalry. Countered by Swordsmen.</Tooltip>
</Identity>
<Sound>
<SoundGroups>

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@ -28,10 +28,10 @@
</Resources>
</Cost>
<Identity>
<GenericName>Champion Infantry Swordsman</GenericName>
<GenericName>Champion Swordsman</GenericName>
<Classes datatype="tokens">Melee</Classes>
<Tooltip>Champion Infantry Swordsman.
Bonused vs. Spear units.</Tooltip>
<Tooltip>Champion Swordsman.
Counters Spear units and War Elephants.</Tooltip>
</Identity>
<Sound>
<SoundGroups>

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@ -18,7 +18,7 @@
<RegenRate>0.5</RegenRate>
</Health>
<Identity>
<GenericName>Hero Cavalry Javelinist</GenericName>
<GenericName>Hero Cavalry Skirmisher</GenericName>
<Classes datatype="tokens">Hero Cavalry Ranged</Classes>
</Identity>
<Loot>

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@ -18,7 +18,7 @@
<RegenRate>0.2</RegenRate>
</Health>
<Identity>
<GenericName>Hero Infantry Javelinist</GenericName>
<GenericName>Hero Skirmisher</GenericName>
<Classes datatype="tokens">Hero Infantry Ranged</Classes>
</Identity>
<Loot>

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@ -19,7 +19,7 @@
</Charge>
</Attack>
<Identity>
<GenericName>Hero</GenericName>
<GenericName>Hero Pikeman</GenericName>
<Classes datatype="tokens">Hero Infantry Melee</Classes>
</Identity>
<Loot>

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@ -12,7 +12,7 @@
</Charge>
</Attack>
<Identity>
<GenericName>Hero</GenericName>
<GenericName>Hero Spearman</GenericName>
<Classes datatype="tokens">Hero Infantry Melee</Classes>
</Identity>
<Loot>

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@ -25,7 +25,7 @@
<RegenRate>0.5</RegenRate>
</Health>
<Identity>
<GenericName>Hero</GenericName>
<GenericName>Hero Swordsman</GenericName>
<Classes datatype="tokens">Hero Infantry Melee</Classes>
</Identity>
<Sound>

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@ -21,9 +21,9 @@
</Resources>
</Cost>
<Identity>
<GenericName>Infantry Spearman</GenericName>
<GenericName>Spearman</GenericName>
<Rollover>Probably one of the most primitive units in the game. Fighting with a sharp object at the end of the pole didn't require a lot of technology to develop. It also allowed the human to distance themselves from their attacker. As time passed the spears got longer and longer. Started with a fighting style similar to using a quarterstaff, then to using them in numbers as a 'pin cushion' vs. humans (sarissa in a phalanx). Later it was developed to combat cavalry. During the medieval period it evolved to the pike. These units tended to be armoured as heavily as possible.</Rollover>
<Tooltip>Bonused vs. Cavalry Swordsmen and Cavalry Spearmen.</Tooltip>
<Tooltip>Counters Cavalry. Countered by Archers.</Tooltip>
</Identity>
<Loot>
<wood>5</wood>

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@ -20,9 +20,9 @@
</Resources>
</Cost>
<Identity>
<GenericName>Infantry Swordsman</GenericName>
<GenericName>Swordsman</GenericName>
<Rollover>Weapon is basically a developed sickle. Probably from the club, to the axe, to the sickle to the sword. It was the Romans who used them to combat the long range of the sarissa. Their spears were so long they had to use two hands to wield them. In a formation they were almost impossible to maneouvre. If flanked, they were easily cut down by a sword as demonstrated by the Romans at the battle of Cynoscephalae. Generally swordsmen were well armoured, had shields, and tended to be nobles. A good sword was an expensive weapon.</Rollover>
<Tooltip>Bonused vs. Infantry Spearman and Infantry Javelinist.</Tooltip>
<Tooltip>Counters Spearmen, Skirmishers, and Elephants. Countered by Archers.</Tooltip>
</Identity>
<Loot>
<metal>5</metal>

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@ -23,9 +23,9 @@
</Resources>
</Cost>
<Identity>
<GenericName>Infantry Archer</GenericName>
<GenericName>Archer</GenericName>
<Rollover>They tended to be lightly armoured. They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy. Of course they would have to stop shooting once the melee units closed in. This means their job was largely over once the 'true battle' was underway. They spent hours training with a bow, but if you were hit by an arrow it was more likely an act of random chance than being specifically targeted by an archer.</Rollover>
<Tooltip>Bonused vs. Infantry Swordsmen and Cavalry Spearmen.</Tooltip>
<Tooltip>Counters Swordsmen and Cavalry Spearmen. Countered by Skirmishers and other Cavalry types.</Tooltip>
</Identity>
<Loot>
<wood>4</wood>

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@ -23,9 +23,9 @@
</Resources>
</Cost>
<Identity>
<GenericName>Infantry Javelinist</GenericName>
<GenericName>Skirmisher</GenericName>
<Rollover>These were the skirmishers. These lightly armoured units would advance quickly, throw a hail of javelins and then retreat back to their ranks. Grab another spear and repeat. They would do well against any unit that wasn't wearing proper armour, but more poorly if they fought hand to hand vs a well armoured unit. They didn't always have to throw their spears either. They used these light small spears in hand to hand similar to a quarterstaff. Also note that the development of the pilum was a key transition. The pilum was a weapon with a long steel shaft that would sink into a shield and was nearly impossible to remove. This rendered the shield useless. They also weighted and balanced them to make them accurately hit with a punch.</Rollover>
<Tooltip>Bonused vs. Infantry Spearmen and Cavalry Archers.</Tooltip>
<Tooltip>Counters Spearmen and Cavalry Archers.</Tooltip>
</Identity>
<Loot>
<wood>5</wood>

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@ -23,8 +23,8 @@
</Resources>
</Cost>
<Identity>
<GenericName>Infantry Slinger</GenericName>
<Tooltip>No attack bonuses.</Tooltip>
<GenericName>Slinger</GenericName>
<Tooltip>No attack bonuses. Generally counters Infantry. Countered by Cavalry.</Tooltip>
</Identity>
<Loot>
<xp>75</xp>