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0ad/binaries/data/mods/official/entities/structures/rome_sb1.xml
Ykkrosh 22dd4dd67b Entities: Removed Tag attribute; it is taken from the filename instead. Made entity XML files be loaded on demand. Probably stopped crash when maps contain non-existent entities. Fixed a few bugs in entity definitions.
Maps: Stored non-entity objects in XML instead of PMP, for easier manual
editing. Updated existing maps to newest format, so that they can still
work. Added undocumented _rewriteMaps() JS function. Also renamed _mem
to vmem, and reclassified its undocumentedness as unintentional, since
it's reasonably useful.
Loader: added NonprogressiveLoad function, for ScEd/_rewriteMaps/etc
which don't care about progressiveness.
main.cpp: re-enabled vfs_display, since it doesn't crash now
Vector3D: stopped warning

This was SVN commit r2078.
2005-03-29 20:50:04 +00:00

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959 B
XML

<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_norm_special_sb">
<Traits>
<Id
civ_code="rome"
civ="Pre-Imperial Romans"
internal_only="false"
specific="Camp"
history="Sometimes it was a temporary camp built facing the route by which the army is to march, other times a defensive or offensive (for sieges) structure. Within this gate the tents of the first centuries or cohorts are pitched, and the dragons (ensigns of cohorts) and other ensigns planted. The Decumane gate is directly opposite to the Praetorian in the rear of the camp, and through this the soldiers are conducted to the place appointed for punishment or execution.
It has a turf wall, and it's surrounded by a canal filled with water whenever possible for extra defence. Many towns started up as bigger military camps to evolve to more complicated cities."
/>
</Traits>
<Actor>Roman Camp</Actor>
</Entity>