0ad/binaries/data/mods/public/simulation/templates/template_unit_infantry.xml

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<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit">
<Armour>
<Hack>2</Hack>
<Pierce>4</Pierce>
<Crush>3</Crush>
</Armour>
<Attack>
<Slaughter>
<Hack>50.0</Hack>
<Pierce>0.0</Pierce>
<Crush>0.0</Crush>
<MaxRange>4.0</MaxRange>
</Slaughter>
</Attack>
<Builder>
<Rate>1.0</Rate>
<Entities datatype="tokens">
structures/{civ}_house
structures/{civ}_storehouse
structures/{civ}_farmstead
structures/{civ}_field
structures/{civ}_corral
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structures/{civ}_outpost
other/wallset_palisade
structures/{civ}_dock
structures/{civ}_barracks
structures/{civ}_blacksmith
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structures/{civ}_temple
structures/{civ}_market
structures/{civ}_defense_tower
structures/{civ}_wallset_stone
structures/{civ}_civil_centre
structures/{civ}_fortress
structures/{civ}_wonder
</Entities>
</Builder>
<Cost>
<BuildTime>10</BuildTime>
<Resources>
<food>50</food>
<wood>0</wood>
<stone>0</stone>
<metal>0</metal>
</Resources>
</Cost>
<Footprint>
<Circle radius="1.5"/>
<Height>2.5</Height>
</Footprint>
<Health>
<Max>100</Max>
</Health>
<Identity>
<GenericName>Infantry</GenericName>
<Classes datatype="tokens">CitizenSoldier Worker Organic</Classes>
<VisibleClasses datatype="tokens">Infantry Citizen Soldier</VisibleClasses>
<Rank>Basic</Rank>
</Identity>
<Loot>
<xp>100</xp>
<food>5</food>
<wood>0</wood>
<stone>0</stone>
<metal>0</metal>
</Loot>
<Looter/>
<Promotion>
<RequiredXp>100</RequiredXp>
</Promotion>
<ResourceGatherer>
<MaxDistance>2.0</MaxDistance>
<BaseSpeed>1.0</BaseSpeed>
<Rates>
<food.fruit>0.5</food.fruit>
Mythos_Ruler's Christmas update for SVN users! Includes: - Unit rank upgrades, based on a patch by Sanderd. Not all civs get all rank upgrades. For instance, Spartans get the Infantry rank upgrades, but not the cavalry rank upgrades. Conversely, the Persians get the cavalry rank upgrades, but not the infantry rank upgrades. Carthaginians get rank upgrades for their mercenaries, but not their native units. etc. - Updated and tweaked many of the skirmish maps. Too many tweaks to mention. But I did add Iberian circuit walls to many of them! New "Bactria" Skirmish Map. Will continue to tweak this one to make it more unique. It's based on modern-day Afghanistan, which the ancients called "Bactria." A 2nd Ptolemies sandbox demo map. - Moved the Ptolemaic Lighthouse to Town Phase to have more impact for the Ptolemy player on maps with water. - New Thureos shield patterns by Enrique for a NEW unit: Mercenary Thureos Spearman. - TECHNOLOGIES: Some techs renamed and tweaked. Plus, a new "Iron Armor" tech for Heroes. A new "Roman Logistics" tech for the Roman Army Camp and Siege Walls. A new "Battlefield Medics" tech for the temple that unlocks (slow) health regeneration for units. The portrait for this tech is placeholder and needs replaced ASAP. - Cavalry now have oval selection rings. Eventually I will implement a selection ring system where the citizen-soldiers and support units have round rings, while champions have arrows, and heroes have stars. This helps visually differentiate the roles of these 3 classes of units. Not yet implemented. - Vision radius for infantry slightly reduced. - Fixed sounds for Persian Wonder. - Fixed footprint sizes for a few buildings and Ptolemaic walls. - Ptolemies now have the "Military Settlement" system in place. But this system might go to the Seleucids instead later for historical reasons. - Cost of fields reduced. Gathering rates for grain reduced. - Fixed some selection group names for some templates. (Double clicking didn't select them all as it should have). - Fixed/Changed/Added some unit and building names, specifically for the Ptolemies, but for some others as well. - Some new temp portraits for Ptolemaic units. Ongoing task. Lastly, I hope these changes don't break anything. They are heavily tested on my end, but I can't promise I caught all bugs. This was SVN commit r14388.
2013-12-25 16:49:49 +01:00
<food.grain>0.25</food.grain>
<food.meat>1</food.meat>
<wood.tree>0.75</wood.tree>
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<wood.ruins>5</wood.ruins>
<stone.rock>0.5</stone.rock>
<stone.ruins>2</stone.ruins>
<metal.ore>0.5</metal.ore>
</Rates>
</ResourceGatherer>
<Selectable>
<Overlay>
<Texture>
<MainTexture>circle/128x128.png</MainTexture>
<MainTextureMask>circle/128x128_mask.png</MainTextureMask>
</Texture>
</Overlay>
</Selectable>
<Sound>
<SoundGroups>
<select>voice/hellenes/civ/civ_male_select.xml</select>
<order_walk>voice/hellenes/civ/civ_male_ack.xml</order_walk>
<order_attack>voice/hellenes/civ/civ_male_attack.xml</order_attack>
<order_gather>voice/hellenes/civ/civ_male_ack.xml</order_gather>
<order_repair>voice/hellenes/civ/civ_male_ack.xml</order_repair>
<walk>actor/human/movement/walk.xml</walk>
<run>actor/human/movement/run.xml</run>
<attack>attack/weapon/sword.xml</attack>
<death>actor/human/death/death.xml</death>
<build>resource/construction/con_wood.xml</build>
<gather_fruit>resource/foraging/forage_leaves.xml</gather_fruit>
<gather_grain>resource/farming/farm.xml</gather_grain>
<gather_tree>resource/lumbering/lumbering.xml</gather_tree>
<gather_rock>resource/mining/pickaxe.xml</gather_rock>
<gather_ore>resource/mining/mining.xml</gather_ore>
<gather_ruins>resource/mining/mining.xml</gather_ruins>
<trained>interface/alarm/alarm_create_infantry.xml</trained>
</SoundGroups>
</Sound>
<Stamina>
<Max>1000</Max>
</Stamina>
<UnitMotion>
<WalkSpeed>9</WalkSpeed>
<Run>
<Speed>18.75</Speed>
</Run>
<CostClass>infantry</CostClass>
</UnitMotion>
<Vision>
<Range>80</Range>
</Vision>
</Entity>