From 75152fc16e192f6d86bcb4e2ffa0039bf930e8ff Mon Sep 17 00:00:00 2001 From: Mythos_Ruler Date: Sat, 11 Feb 2012 23:29:06 +0000 Subject: [PATCH] This was SVN commit r11047. --- .../public/art/actors/fauna/pig_flaming.xml | 22 +++++++++++++++++++ .../biome-temperate/temp_forestfloor_a.xml | 5 +++++ .../biome-temperate/temp_forestfloor_b.xml | 5 +++++ .../biome-temperate/temp_forestfloor_pine.xml | 5 +++++ .../units/rome_mechanical_siege_ram.png | 3 +++ .../templates/gaia/flora_bush_grapes.xml | 3 --- .../template_gaia_flora_bush_berry.xml | 2 +- .../template_unit_cavalry_melee_swordsman.xml | 2 +- ...emplate_unit_cavalry_ranged_javelinist.xml | 2 +- ...template_unit_infantry_melee_swordsman.xml | 2 +- .../template_unit_infantry_ranged_archer.xml | 2 +- ...mplate_unit_infantry_ranged_javelinist.xml | 2 +- .../units/rome_mechanical_siege_ram.xml | 2 +- 13 files changed, 47 insertions(+), 10 deletions(-) create mode 100644 binaries/data/mods/public/art/actors/fauna/pig_flaming.xml create mode 100644 binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_a.xml create mode 100644 binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_b.xml create mode 100644 binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_pine.xml create mode 100644 binaries/data/mods/public/art/textures/ui/session/portraits/units/rome_mechanical_siege_ram.png diff --git a/binaries/data/mods/public/art/actors/fauna/pig_flaming.xml b/binaries/data/mods/public/art/actors/fauna/pig_flaming.xml new file mode 100644 index 0000000000..a9e5ea1bec --- /dev/null +++ b/binaries/data/mods/public/art/actors/fauna/pig_flaming.xml @@ -0,0 +1,22 @@ + + + + + + skeletal/pig.dae + + + + + skeletal/animal_pig_a.dds + + + + + + + + + + + diff --git a/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_a.xml b/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_a.xml new file mode 100644 index 0000000000..8e4ab8d54f --- /dev/null +++ b/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_a.xml @@ -0,0 +1,5 @@ + + + + + diff --git a/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_b.xml b/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_b.xml new file mode 100644 index 0000000000..8e4ab8d54f --- /dev/null +++ b/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_b.xml @@ -0,0 +1,5 @@ + + + + + diff --git a/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_pine.xml b/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_pine.xml new file mode 100644 index 0000000000..8e4ab8d54f --- /dev/null +++ b/binaries/data/mods/public/art/textures/terrain/types/biome-temperate/temp_forestfloor_pine.xml @@ -0,0 +1,5 @@ + + + + + diff --git a/binaries/data/mods/public/art/textures/ui/session/portraits/units/rome_mechanical_siege_ram.png b/binaries/data/mods/public/art/textures/ui/session/portraits/units/rome_mechanical_siege_ram.png new file mode 100644 index 0000000000..62c85d5ec4 --- /dev/null +++ b/binaries/data/mods/public/art/textures/ui/session/portraits/units/rome_mechanical_siege_ram.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bf9c5c335ee9d8621f66df878c081717c36b5c43eebeacba363d0d1a51901668 +size 21885 diff --git a/binaries/data/mods/public/simulation/templates/gaia/flora_bush_grapes.xml b/binaries/data/mods/public/simulation/templates/gaia/flora_bush_grapes.xml index 66d654acb5..fc0c7e31b1 100644 --- a/binaries/data/mods/public/simulation/templates/gaia/flora_bush_grapes.xml +++ b/binaries/data/mods/public/simulation/templates/gaia/flora_bush_grapes.xml @@ -7,9 +7,6 @@ Grapes can be eaten or used to make wine, which is a valuable consumable indeed. gaia/flora_bush_grapes.png - - 200 - props/flora/forage_grapes.xml diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml b/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml index a1d0e61342..51f170307e 100644 --- a/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml +++ b/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml @@ -13,7 +13,7 @@ false - 120 + 200 food.fruit diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_swordsman.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_swordsman.xml index f74eaa7713..ffa50a25fe 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_swordsman.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_melee_swordsman.xml @@ -49,7 +49,7 @@ Sword Cavalry Swordsman Fighting from horseback with a sword is a tricky thing to do. This required usage of a sword that was longer than the typical infantry sword. One needed a good reach to attack from the height of a horse. If you were without spear (the ideal weapon of choice) it was probably because you needed your hands free to do other tasks such as riding hard and fast. It wasn't uncommon for the men to dismount and attack from foot if they were armed with only a sword. - Counters Support Units, Archers, and Siege Weapons. Countered by Spearmen. + Counters Support Units, Archers, and Siege Weapons. Countered by Spearmen and Cavalry Skirmishers. 11.5 diff --git a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_javelinist.xml b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_javelinist.xml index b480e3b700..f9b2af52e6 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_javelinist.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_cavalry_ranged_javelinist.xml @@ -39,7 +39,7 @@ Javelin - Cavalry Javelinist + Cavalry Skirmisher 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. Counters Archers and Cavalry Swordsmen. diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml index cfe8b5e483..c7ac90e7b0 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_melee_swordsman.xml @@ -51,7 +51,7 @@ Sword Swordsman 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. - Counters Spearmen, Skirmishers, and Elephants. Countered by Archers. + Counters Spearmen, Skirmishers, and Elephants. Countered by Archers and Cavalry Spearmen. 5 diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml index c4b0ebc2d1..3a8a25a458 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_archer.xml @@ -36,7 +36,7 @@ Bow Archer 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. - Counters Swordsmen and Cavalry Spearmen. Countered by Skirmishers and other Cavalry types. + Counters Swordsmen and Cavalry Spearmen. Countered by Cavalry Swordsmen and Cavalry Skirmishers. 4 diff --git a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml index 5cdf29a122..726ba53b08 100644 --- a/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml +++ b/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_javelinist.xml @@ -45,7 +45,7 @@ Skirmisher 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. Skirmisher. -Counters Spearmen and Cavalry Archers. Special bonus against Elephants and Chariots. +Counters Spearmen and Cavalry Archers. Special bonus against Elephants and Chariots. Countered by Swordsmen and Cavalry Spearmen. 5 diff --git a/binaries/data/mods/public/simulation/templates/units/rome_mechanical_siege_ram.xml b/binaries/data/mods/public/simulation/templates/units/rome_mechanical_siege_ram.xml index ceb27ac3ef..5bdc918a70 100644 --- a/binaries/data/mods/public/simulation/templates/units/rome_mechanical_siege_ram.xml +++ b/binaries/data/mods/public/simulation/templates/units/rome_mechanical_siege_ram.xml @@ -31,7 +31,7 @@ Aries Roman Siege Ram There are several famous sieges during the time of the Republic which required the use of extensive siege weaponry – Syracuse (212 BC), Carthage (148 – 146 BC) and Tigranocerta (68 BC) – they were all carried out successfully. - units/iber_mechanical_siege_ram.png + units/rome_mechanical_siege_ram.png