forked from 0ad/0ad
Pericles and Craterus are in.
This was SVN commit r11504.
This commit is contained in:
parent
a07dd82a70
commit
8848099dc3
@ -5,13 +5,9 @@
|
||||
<variant name="base">
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||||
<mesh>props/shield/aspis_f.dae</mesh>
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||||
<props>
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||||
<prop actor="props/units/shields/hele_aspis_back_black.xml" attachpoint="root"/>
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||||
<prop actor="props/units/shields/mace_aspis_back_red.xml" attachpoint="root"/>
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||||
</props>
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||||
</variant>
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||||
</group>
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||||
<group>
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||||
<variant>
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||||
<texture>props/shield/hele_round_ae.dds</texture>
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||||
<texture>props/shield/athen_aspis_pericles.png</texture>
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||||
</variant>
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||||
</group>
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||||
<material>playercolor_spec.xml</material>
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||||
|
@ -0,0 +1,27 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<actor version="1">
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||||
<castshadow/>
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||||
<group>
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||||
<variant name="base">
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||||
<mesh>props/shield/aspis_sm_f.dae</mesh>
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<props>
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<prop actor="props/units/shields/hele_round_back.xml" attachpoint="root"/>
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</props>
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||||
</variant>
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||||
</group>
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||||
<group>
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<variant frequency="1" name="h">
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<texture>props/shield/hele_round_h.dds</texture>
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||||
</variant>
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||||
<variant frequency="1" name="k">
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<texture>props/shield/hele_round_k.dds</texture>
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</variant>
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<variant frequency="1" name="m">
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<texture>props/shield/hele_round_m.dds</texture>
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</variant>
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||||
<variant frequency="1" name="shield-ah-alpha">
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||||
<texture>props/shield/hele_round_ah.dds</texture>
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||||
</variant>
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||||
</group>
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||||
<material>playercolor_spec.xml</material>
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||||
</actor>
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@ -0,0 +1,25 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<actor version="1">
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<castshadow/>
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||||
<group>
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||||
<variant name="base">
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||||
<mesh>props/shield/aspis_sm_f.dae</mesh>
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||||
<props>
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||||
<prop actor="props/units/shields/hele_round_back.xml" attachpoint="root"/>
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<prop actor="props/units/shields/hele_aspis_cape.xml" attachpoint="root"/>
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</props>
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</variant>
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</group>
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<group>
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<variant frequency="1" name="hele-round-g-trident">
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<texture>props/shield/hele_round_g.dds</texture>
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</variant>
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<variant frequency="1" name="hele-round-h-alpha">
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<texture>props/shield/hele_round_h.dds</texture>
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</variant>
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<variant frequency="1" name="hele-round-ad-octopus">
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<texture>props/shield/hele_round_ad.dds</texture>
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</variant>
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</group>
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<material>playercolor_spec.xml</material>
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</actor>
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@ -35,7 +35,7 @@
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<props>
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<prop actor="props/units/heads/hele_su2.xml" attachpoint="helmet"/>
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<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
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<prop actor="props/units/shields/hele_round_su2.xml" attachpoint="shield"/>
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<prop actor="props/units/shields/athen_round_marine.xml" attachpoint="shield"/>
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<prop actor="props/units/weapons/xiphos.xml" attachpoint="r_hand"/>
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</props>
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</variant>
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@ -34,7 +34,6 @@
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<prop actor="props/units/heads/head_hele_e.xml" attachpoint="head"/>
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<prop actor="props/units/weapons/bow_recurve.xml" attachpoint="l_hand"/>
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<prop actor="props/temp/quiver.xml" attachpoint="back"/>
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<prop actor="props/units/shields/iberian_buckler_adv.xml" attachpoint="shield"/>
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<prop actor="props/units/cape_hd.xml" attachpoint="shoulders"/>
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</props>
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</variant>
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@ -4,51 +4,30 @@
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<group>
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<variant frequency="1" name="Base">
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<animations>
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<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="100"/>
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<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="91"/>
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<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="85"/>
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<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="69"/>
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<animation file="biped/inf_sword_ready_a.dae" name="idle" speed="99"/>
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<animation file="biped/inf_sword_ready_b.dae" name="idle" speed="100"/>
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<animation file="biped/inf_sword_ready_c.dae" name="idle" speed="100"/>
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<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="105"/>
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<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="90"/>
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<animation file="biped/inf_sword_ready_b.dae" name="Idle" speed="95"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="melee" speed="150"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="melee" speed="140"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="melee" speed="150"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="melee" speed="145"/>
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<animation event="0.5" file="biped/not used/inf_2sword_attack_e.psa" name="melee" speed="100"/>
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<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Walk" speed="44"/>
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<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="25"/>
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<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="30"/>
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<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="30"/>
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<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="220"/>
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<animation file="infantry/general/death/inf_01.psa" name="Death" speed="400"/>
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<animation file="infantry/spear/idle/isp_01.psa" name="Idle" speed="100"/>
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<animation file="infantry/spear/idle/isp_01.psa" name="Idle" speed="90"/>
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<animation file="infantry/spear/idle/isp_01.psa" name="Idle" speed="85"/>
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<animation file="infantry/spear/idle/isp_01.psa" name="Idle" speed="50"/>
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<animation file="infantry/spear/idle/isp_01.psa" name="Idle" speed="110"/>
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<animation file="biped/walk_spearshield.psa" name="Walk" speed="120"/>
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<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="40"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="Attack" speed="111"/>
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<animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/>
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<animation file="infantry/general/death/inf_03.psa" name="Death" speed="500"/>
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<animation file="infantry/general/death/inf_04.psa" name="Death" speed="400"/>
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<animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/>
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<animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/>
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</animations>
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<mesh>skeletal/m_tunic_long.dae</mesh>
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<props>
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<prop actor="props/units/heads/hele_su2.xml" attachpoint="helmet"/>
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<prop actor="props/units/heads/hele_su3.xml" attachpoint="helmet"/>
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<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
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<prop actor="props/units/shields/hele_round_su2.xml" attachpoint="shield"/>
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<prop actor="props/units/weapons/xiphos.xml" attachpoint="r_hand"/>
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<prop actor="props/units/shields/athen_round_epilektos.xml" attachpoint="shield"/>
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<prop actor="props/units/weapons/spear_long.xml" attachpoint="r_hand"/>
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</props>
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Ekdromos-Chiton-01">
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<texture>skeletal/hele_su1_01.dds</texture>
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</variant>
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<variant frequency="1" name="Ekdromos-Chiton-02">
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<texture>skeletal/hele_su1_02.dds</texture>
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</variant>
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<variant frequency="1" name="Ekdromos-Chiton-03">
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<texture>skeletal/hele_su1_03.dds</texture>
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<variant frequency="1" name="epilektos-01">
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<texture>skeletal/athen_epilektos_1.png</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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@ -39,5 +39,5 @@
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</props>
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</variant>
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</group>
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<material>player_trans.xml</material>
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<material>playercolor_spec.xml</material>
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</actor>
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@ -57,5 +57,5 @@
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</props>
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</variant>
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</group>
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<material>player_trans.xml</material>
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<material>playercolor_spec.xml</material>
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</actor>
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|
BIN
binaries/data/mods/internal/art/textures/skins/props/shield/athen_aspis_pericles.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/internal/art/textures/skins/props/shield/athen_aspis_pericles.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/internal/art/textures/skins/skeletal/athen_epilektos_1.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/internal/art/textures/skins/skeletal/athen_epilektos_1.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/internal/maps/scenarios/Athenian Sandbox.pmp
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/internal/maps/scenarios/Athenian Sandbox.pmp
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/internal/maps/scenarios/Athenian Sandbox.xml
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/internal/maps/scenarios/Athenian Sandbox.xml
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/internal/maps/scenarios/Cycladic Archipelago 05.pmp
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/internal/maps/scenarios/Cycladic Archipelago 05.pmp
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/internal/maps/scenarios/Cycladic Archipelago 05.xml
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/internal/maps/scenarios/Cycladic Archipelago 05.xml
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -18,7 +18,7 @@
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<Identity>
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<Civ>athen</Civ>
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<GenericName>Gymnasium</GenericName>
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<SpecificName>Gymnásion</SpecificName>
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<SpecificName>Gymnásieon</SpecificName>
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<Tooltip>Train champion units.</Tooltip>
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<History>The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established.</History>
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<Icon>structures/gymnasion.png</Icon>
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@ -36,7 +36,6 @@
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<TrainingQueue>
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<Entities datatype="tokens">
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units/athen_champion_infantry
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units/athen_champion_marine
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units/athen_champion_ranged
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</Entities>
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</TrainingQueue>
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@ -1,5 +1,16 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Entity parent="template_unit_champion_infantry_spearman">
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<Armour>
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<Hack>9.0</Hack>
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<Pierce>9.0</Pierce>
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<Crush>9.0</Crush>
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</Armour>
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<Attack>
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<Melee>
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<Pierce>16.0</Pierce>
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<MaxRange>6.0</MaxRange>
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</Melee>
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</Attack>
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<Identity>
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<Civ>athen</Civ>
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<GenericName>Elite Hoplite</GenericName>
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@ -8,6 +19,12 @@
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<History>.</History>
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<Icon>units/hele_champion_infantry_polis.png</Icon>
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</Identity>
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<UnitMotion>
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<WalkSpeed>8.5</WalkSpeed>
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<Run>
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<Speed>16.0</Speed>
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</Run>
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</UnitMotion>
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<VisualActor>
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<Actor>units/athenians/champion_unit_spear.xml</Actor>
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</VisualActor>
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@ -2,11 +2,11 @@
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<Entity parent="template_unit_champion_infantry_swordsman">
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<Identity>
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<Civ>athen</Civ>
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<GenericName>Athenian Light Hoplite</GenericName>
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<SpecificName>Ékdromos Athēnaïkós</SpecificName>
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<Tooltip>Poleis Champion Raider.
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<GenericName>Athenian Marine</GenericName>
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<SpecificName>Épibastēs Athēnaïkós</SpecificName>
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<Tooltip>Champion Swordsmen. Trained from Athenian Triremes.
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Counters Support Units, Spear units, and Ranged Units (if they can catch them). Countered by Archers.</Tooltip>
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<History>Ekdromos (literally: out runner) was a development of the Hoplite. Development of the Hoplite took many twists and turns based on the changing dynamics on the field of battle. Once armies began using Peltasts imported from Thrace something had to be done to counter this barrage of javelins thrown into the midst of a phalanx. The Thebans began to increase the armor of their hoplites, but the Athenians took a completely different approach and lightened the load for their infantry. The Ekdromoi would dash out from the phalanx, close with the enemy ranged units at speed, and cut them down at will. This approach also worked to harass more heavily armed troops as well, the enemy carrying too much weight to catch the vexatious Ekdromoi.</History>
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<History>.</History>
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<Icon>units/hele_champion_ranged_polis.png</Icon>
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</Identity>
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<UnitMotion>
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@ -9,6 +9,11 @@ Ramming Secondary Attack.</Tooltip>
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<History>The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Greek city-states. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen, plus twenty sailors and fourteen marines in Greek navies. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. A Trireme travelling from Athens to Mitylene in 427BC made the 350 kilometre trip in only 24 hours, averaging eight knots (14.6 km/h). The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.</History>
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<Icon>units/hele_ship_trireme.png</Icon>
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</Identity>
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<TrainingQueue>
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<Entities datatype="tokens">
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units/athen_champion_marine
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</Entities>
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</TrainingQueue>
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<VisualActor>
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<Actor>structures/athenians/trireme.xml</Actor>
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</VisualActor>
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@ -7,9 +7,6 @@
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<History>The 3rd Century BC saw the brief rise of a resurgent Sparta. Eager to regain past glory, the Spartan kings Agis and Cleomenes briefly resurrected the ancient Spartan laws and nearly reconquered the Peloponnese. If not for the intervention of the Macedonians in both insurrections Sparta would have reigned victorious. This soldier here is a Spartan armed in the 'Macedonian fashion' with a small round pelta shield and the long Macedonian pike, or "Sarissa" for use in the Syntagma phalanx formation.</History>
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<Icon>units/hele_champion_infantry_polis.png</Icon>
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</Identity>
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<Vision>
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<Range>66</Range>
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</Vision>
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<VisualActor>
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<Actor>units/spartans/champion_pikeman.xml</Actor>
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</VisualActor>
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@ -92,9 +92,6 @@ Counters Melee units. Countered by Ranged units. Small Bonus vs. All Non-Greek U
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<Speed>18.0</Speed>
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</Run>
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</UnitMotion>
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<Vision>
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<Range>66</Range>
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</Vision>
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<VisualActor>
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<Actor>units/spartans/champion_infantry.xml</Actor>
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</VisualActor>
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@ -57,7 +57,7 @@
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<Cost>
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<BuildTime>12</BuildTime>
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<Resources>
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<metal>60</metal>
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<metal>70</metal>
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</Resources>
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</Cost>
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<Health>
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@ -83,9 +83,6 @@ Counters Support Units, Spear units, and Ranged Units (if they can catch them).
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<Speed>20.0</Speed>
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</Run>
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</UnitMotion>
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<Vision>
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<Range>66</Range>
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</Vision>
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<VisualActor>
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<Actor>units/spartans/champion_infantry_sword.xml</Actor>
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</VisualActor>
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@ -35,9 +35,6 @@
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<Promotion>
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<Entity>units/spart_infantry_spearman_a</Entity>
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</Promotion>
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<Vision>
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<Range>66</Range>
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</Vision>
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<VisualActor>
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<Actor>units/spartans/infantry_spearman_b.xml</Actor>
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</VisualActor>
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@ -1,6 +1,5 @@
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<?xml version="1.0" encoding="utf-8"?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="1" name="massive">
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<mesh>gaia/grass_large_2_tall.dae</mesh>
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@ -0,0 +1,11 @@
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<?xml version="1.0" encoding="utf-8"?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="1" name="Helmet-Crest">
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<mesh>props/helmet/hele_corinthian_pushed.dae</mesh>
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<texture>props/helmet/hele_d1.dds</texture>
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</variant>
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</group>
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<material>playercolor_spec.xml</material>
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</actor>
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@ -5,6 +5,9 @@
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<variant frequency="1" name="Helmet-High Crest">
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<mesh>props/helmet/hele_themistocles_highcrest.dae</mesh>
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</variant>
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<variant frequency="1" name="Helmet-Low Crest">
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<mesh>props/helmet/hele_helmet_o.dae</mesh>
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</variant>
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</group>
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<group>
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||||
<variant>
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||||
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@ -0,0 +1,10 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<actor version="1">
|
||||
<castshadow/>
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||||
<group>
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||||
<variant frequency="100" name="Base">
|
||||
<mesh>props/shield/aspis_b.dae</mesh>
|
||||
<texture>props/shield/hele_aspis_back_black.png</texture>
|
||||
</variant>
|
||||
</group>
|
||||
</actor>
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@ -0,0 +1,11 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<actor version="1">
|
||||
<castshadow/>
|
||||
<group>
|
||||
<variant frequency="100" name="Base">
|
||||
<mesh>props/shield/aspis_b.dae</mesh>
|
||||
<texture>props/shield/hele_aspis_back_silver.png</texture>
|
||||
</variant>
|
||||
</group>
|
||||
<material>basic_spec.xml</material>
|
||||
</actor>
|
@ -35,6 +35,9 @@
|
||||
<variant frequency="1" name="shield-ad-octopus">
|
||||
<texture>props/shield/hele_round_ad.dds</texture>
|
||||
</variant>
|
||||
<variant frequency="1" name="shield-ae-helmet">
|
||||
<texture>props/shield/hele_round_ae.dds</texture>
|
||||
</variant>
|
||||
<variant frequency="1" name="shield-af-winged creatures">
|
||||
<texture>props/shield/hele_round_af.dds</texture>
|
||||
</variant>
|
||||
|
@ -7,12 +7,8 @@
|
||||
<props>
|
||||
<prop actor="props/units/shields/hele_round_back.xml" attachpoint="root"/>
|
||||
</props>
|
||||
</variant>
|
||||
</group>
|
||||
<group>
|
||||
<variant name="h">
|
||||
<texture>props/shield/hele_round_aa.dds</texture>
|
||||
</variant>
|
||||
</group>
|
||||
<material>player_trans.xml</material>
|
||||
<material>playercolor_spec.xml</material>
|
||||
</actor>
|
||||
|
BIN
binaries/data/mods/public/art/textures/skins/gaia/tree_palm_2_a.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/skins/gaia/tree_palm_2_a.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/public/art/textures/skins/props/banner_athenians.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/skins/props/banner_athenians.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/public/art/textures/skins/props/helmet/mace-g-silver.dds
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/skins/props/helmet/mace-g-silver.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/public/art/textures/skins/props/shield/hele_aspis_back_black.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/skins/props/shield/hele_aspis_back_black.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/public/art/textures/skins/props/shield/hele_aspis_back_silver.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/skins/props/shield/hele_aspis_back_silver.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/public/art/textures/skins/props/shield/mace_round_craterus.png
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/art/textures/skins/props/shield/mace_round_craterus.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<Terrains>
|
||||
<Terrain angle="0.0"/>
|
||||
</Terrains>
|
@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<Terrains>
|
||||
<Terrain angle="10.0"/>
|
||||
</Terrains>
|
@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<Terrains>
|
||||
<Terrain angle="0.0"/>
|
||||
</Terrains>
|
@ -30,8 +30,8 @@ Train War Elephants and Kardakes mercenaries.</Tooltip>
|
||||
</Obstruction>
|
||||
<Sound>
|
||||
<SoundGroups>
|
||||
<select>interface/select/building/sel_fortress.xml</select>
|
||||
<constructed>interface/complete/building/complete_fortress.xml</constructed>
|
||||
<select>interface/select/building/sel_broch.xml</select>
|
||||
<constructed>interface/complete/building/complete_broch.xml</constructed>
|
||||
<death>attack/destruction/building_collapse_large.xml</death>
|
||||
</SoundGroups>
|
||||
</Sound>
|
||||
|
Loading…
Reference in New Issue
Block a user