Shield tweaking for the Bronze Shield and Gold Shield pikemen.

Adjusted hero health.

Made champions use arrow selections, while citizen soldiers use circles.

A bunch of updated portraits.

Seleucids changes.

Map updates.

New techs.

Roman siege walls a little weaker.

This was SVN commit r14589.
This commit is contained in:
Mythos_Ruler 2014-01-16 23:21:57 +00:00
parent c1e86161b5
commit aba3d8d9d5
76 changed files with 785 additions and 132 deletions

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@ -0,0 +1,29 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="base">
<mesh>props/shield/round_m_f.dae</mesh>
<props>
<prop actor="props/units/shields/mace_pez_back.xml" attachpoint="back"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Shield Bronze J">
<textures>
<texture file="props/shield/mace_round_j_bronze.png" name="baseTex"/>
<texture file="props/shield/mace_round_j_norm.png" name="normTex"/>
<texture file="props/shield/mace_round_j_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Shield Bronze C">
<textures>
<texture file="props/shield/mace_round_c.png" name="baseTex"/>
<texture file="props/shield/mace_round_c_norm.png" name="normTex"/>
<texture file="props/shield/mace_round_c_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
</actor>

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@ -0,0 +1,22 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="base">
<mesh>props/shield/round_m_f.dae</mesh>
<props>
<prop actor="props/units/shields/mace_pez_back.xml" attachpoint="back"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Pelte Round Bronze">
<textures>
<texture file="props/shield/pelte_round_bronze.png" name="baseTex"/>
<texture file="props/shield/pelte_round_norm.png" name="normTex"/>
<texture file="props/shield/pelte_round_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
</actor>

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@ -17,6 +17,13 @@
<texture file="props/shield/mace_round_j_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Pelte Round Bronze">
<textures>
<texture file="props/shield/pelte_round_bronze.png" name="baseTex"/>
<texture file="props/shield/pelte_round_norm.png" name="normTex"/>
<texture file="props/shield/pelte_round_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
</actor>

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@ -0,0 +1,36 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="base">
<mesh>props/shield/round_m_f.dae</mesh>
<props>
<prop actor="props/units/shields/mace_pez_back.xml" attachpoint="back"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Shield Gold J">
<textures>
<texture file="props/shield/mace_round_j_gold.png" name="baseTex"/>
<texture file="props/shield/mace_round_j_norm.png" name="normTex"/>
<texture file="props/shield/mace_round_j_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Shield Gold K">
<textures>
<texture file="props/shield/mace_round_k_gold.png" name="baseTex"/>
<texture file="props/shield/mace_round_k_norm.png" name="normTex"/>
<texture file="props/shield/mace_round_k_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Pelte Round Gold">
<textures>
<texture file="props/shield/pelte_round_gold.png" name="baseTex"/>
<texture file="props/shield/pelte_round_norm.png" name="normTex"/>
<texture file="props/shield/pelte_round_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
</actor>

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@ -17,6 +17,20 @@
<texture file="props/shield/mace_round_j_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Shield Gold K">
<textures>
<texture file="props/shield/mace_round_k_gold.png" name="baseTex"/>
<texture file="props/shield/mace_round_k_norm.png" name="normTex"/>
<texture file="props/shield/mace_round_k_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Pelte Round Gold">
<textures>
<texture file="props/shield/pelte_round_gold.png" name="baseTex"/>
<texture file="props/shield/pelte_round_norm.png" name="normTex"/>
<texture file="props/shield/pelte_round_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>player_trans_parallax_spec.xml</material>
</actor>

View file

@ -7,8 +7,12 @@
<props>
<prop actor="props/units/shields/mace_round_hypaspist_back.xml" attachpoint="root"/>
</props>
<textures><texture file="props/shield/hele_theban_a.dds" name="baseTex"/></textures>
<textures>
<texture file="props/shield/hele_theban_a.dds" name="baseTex"/>
<texture file="props/shield/aspis_smooth_a_norm.png" name="normTex"/>
<texture file="props/shield/aspis_smooth_a_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>playercolor_spec.xml</material>
<material>player_trans_parallax_spec.xml</material>
</actor>

View file

@ -11,17 +11,33 @@
</group>
<group>
<variant frequency="1" name="Shield: Crescent Moon">
<textures><texture file="props/shield/hele_thespian_a.dds" name="baseTex"/></textures>
<textures>
<texture file="props/shield/hele_thespian_a.dds" name="baseTex"/>
<texture file="props/shield/aspis_smooth_a_norm.png" name="normTex"/>
<texture file="props/shield/aspis_smooth_a_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Shield: Boeotian Shield">
<textures><texture file="props/shield/hele_thespian_b.dds" name="baseTex"/></textures>
<textures>
<texture file="props/shield/hele_thespian_b.dds" name="baseTex"/>
<texture file="props/shield/aspis_smooth_a_norm.png" name="normTex"/>
<texture file="props/shield/aspis_smooth_a_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Shield: Theban Sphinx">
<textures><texture file="props/shield/hele_thespian_c.dds" name="baseTex"/></textures>
<textures>
<texture file="props/shield/hele_thespian_c.dds" name="baseTex"/>
<texture file="props/shield/aspis_smooth_a_norm.png" name="normTex"/>
<texture file="props/shield/aspis_smooth_a_spec.png" name="specTex"/>
</textures>
</variant>
<variant frequency="1" name="Shield: Snake">
<textures><texture file="props/shield/hele_round_ab.dds" name="baseTex"/></textures>
<textures>
<texture file="props/shield/hele_round_ab.dds" name="baseTex"/>
<texture file="props/shield/aspis_smooth_a_norm.png" name="normTex"/>
<texture file="props/shield/aspis_smooth_a_spec.png" name="specTex"/>
</textures>
</variant>
</group>
<material>playercolor_spec.xml</material>
<material>player_trans_parallax_spec.xml</material>
</actor>

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@ -0,0 +1,52 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Seleucid_Civic_Centre">
<animations>
<animation event="0.5" load="0.0" name="attack_ranged" speed="100"/>
</animations>
<mesh>structural/mace_cc_struct.dae</mesh>
<props>
<prop actor="props/structures/macedonians/civic_centre_decor.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_nature.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_trees.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_props_a.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_struct_b.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_shields.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_tiles.xml" attachpoint="root"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="loaded-projectile"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
<textures>
<texture file="structural/sele_struct.dds" name="baseTex"/>
<texture file="structural/hele_struct_norm.png" name="normTex"/>
<texture file="structural/hele_struct_spec.png" name="specTex"/>
<texture file="structural/ao/mace_civic_centre.png" name="aoTex"/>
</textures>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="garrisoned">
<props>
<prop actor="props/special/common/garrison_flag_hele.xml" attachpoint="garrisoned"/>
</props>
</variant>
<variant name="death">
<props>
<prop attachpoint="garrisoned"/>
<prop actor="particle/destruction_smoke_large.xml" attachpoint="root"/>
<prop actor="particle/destruction_dust_large.xml" attachpoint="root"/>
<prop actor="particle/destruction_dust_large_gray.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_decor.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_props_a.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_trees.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_struct_b.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_tiles.xml" attachpoint="root"/>
<prop actor="props/structures/macedonians/civic_centre_shields.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>

View file

@ -12,7 +12,7 @@
<animation file="quadraped/elephant_african_idle_03.dae" name="Idle" speed="75"/>
<animation file="quadraped/elephant_african_walk.dae" name="Walk" speed="30"/>
<animation file="quadraped/elephant_african_walk.dae" name="Run" speed="20"/>
<animation file="quadraped/elephant_african_attack.dae" name="attack_melee" speed="75"/>
<animation event="0.5" file="quadraped/elephant_african_attack.dae" name="attack_melee" speed="75"/>
<animation file="quadraped/elephant_african_death.dae" name="Death" speed="50"/>
</animations>
<mesh>skeletal/elephant_african_forest.dae</mesh>

View file

@ -12,7 +12,7 @@
<animation file="quadraped/elephant_african_idle_03.dae" name="Idle" speed="75"/>
<animation file="quadraped/elephant_african_walk.dae" name="Walk" speed="30"/>
<animation file="quadraped/elephant_african_walk.dae" name="Run" speed="20"/>
<animation file="quadraped/elephant_african_attack.dae" name="attack_melee" speed="75"/>
<animation event="0.5" file="quadraped/elephant_african_attack.dae" name="attack_melee" speed="75"/>
<animation file="quadraped/elephant_african_death.dae" name="Death" speed="50"/>
</animations>
<mesh>skeletal/elephant_african_forest.dae</mesh>

View file

@ -12,7 +12,7 @@
<animation file="quadraped/elephant_asian_armor_idle_03.dae" name="Idle" speed="75"/>
<animation file="quadraped/elephant_asian_armor_walk.dae" name="Walk" speed="20"/>
<animation file="quadraped/elephant_asian_armor_walk.dae" name="Run" speed="20"/>
<animation file="quadraped/elephant_asian_armor_attack.dae" name="attack_melee" speed="75"/>
<animation event="0.5" file="quadraped/elephant_asian_armor_attack.dae" name="attack_melee" speed="75"/>
<animation file="quadraped/elephant_asian_armor_death.dae" name="Death" speed="75"/>
</animations>
<mesh>skeletal/maur_elephant_siege.dae</mesh>

View file

@ -29,7 +29,7 @@
</animations>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/sele_bronzeshield_j.xml" attachpoint="shield"/>
<prop actor="props/units/shields/sele_bronzeshield_a.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/sarissa.xml" attachpoint="r_hand"/>
<prop actor="props/units/heads/sele_bronzeshield_a.xml" attachpoint="helmet"/>
</props>

View file

@ -29,7 +29,7 @@
</animations>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/shields/sele_bronzeshield_j.xml" attachpoint="shield"/>
<prop actor="props/units/shields/sele_bronzeshield_b.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/sarissa.xml" attachpoint="r_hand"/>
<prop actor="props/units/heads/sele_bronzeshield_b.xml" attachpoint="helmet"/>
</props>

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@ -4,67 +4,196 @@
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="125"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="115"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="125"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="115"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="125"/>
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<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="125"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="115"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_b.dae" name="Idle" speed="130"/>
<animation file="biped/inf_sword_ready_c.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_d.dae" name="Idle" speed="120"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="99"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="98"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="97"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="96"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="95"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="94"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="90"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="85"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="50"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="75"/>
<animation file="biped/inf_sword_ready_b.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_b.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_b.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_b.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_b.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_c.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_d.dae" name="Idle" speed="95"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="115"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="Walk" speed="125"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="40"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_em_04.psa" name="attack_melee" speed="80"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_melee" speed="80"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/>
<animation file="biped/walk_spearshield.psa" name="carry_food" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_meat" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/>
<animation event="0.23" file="infantry/general/chop.psa" name="gather_tree" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="125"/>
<animation file="infantry/general/forage.psa" name="gather_meat" speed="125"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_rock" speed="250"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_ore" speed="250"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_ruins" speed="250"/>
<animation event="0.6" file="infantry/general/dude/dudebuild.psa" name="Build" speed="300"/>
<animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/thracian_helmet.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/heads/floppy_b.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/thrac_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/rhomphaia.xml" attachpoint="r_hand"/>
<prop actor="props/units/shields/thracian_oval.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/jav_ammo.xml" attachpoint="l_hand"/>
<prop actor="props/units/cape_hd_black.xml" attachpoint="shoulders"/>
<prop actor="props/units/hele_ijv_rboot.xml" attachpoint="r_leg"/>
<prop actor="props/units/hele_ijv_lboot.xml" attachpoint="l_leg"/>
<prop actor="props/units/cape_hd.xml" attachpoint="shoulders"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Tunic-1">
<mesh>skeletal/m_tunic_long.dae</mesh>
<textures><texture file="skeletal/hele_ijv_a.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="Tunic-2">
<mesh>skeletal/m_tunic_short.dae</mesh>
<textures><texture file="skeletal/hele_ijv_a_2.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="Tunic-3">
<mesh>skeletal/m_tunic_long.dae</mesh>
<textures><texture file="skeletal/hele_ijv_a_3.dds" name="baseTex"/></textures>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="death">
<props>
<prop actor="props/units/blood_01.xml" attachpoint="root"/>
</props>
</variant>
<variant name="gather_tree">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_meat">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_rock">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_ore">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_ruins">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="Build">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="carry_food">
<props>
<prop actor="props/units/shuttle_basket.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_meat">
<props>
<prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_wood">
<props>
<prop actor="props/units/shuttle_wood.xml" attachpoint="r_hand"/>
<prop actor="" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_stone">
<props>
<prop actor="props/units/shuttle_stone.xml" attachpoint="r_hand"/>
<prop actor="" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_metal">
<props>
<prop actor="props/units/shuttle_metal.xml" attachpoint="r_hand"/>
<prop actor="" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
<textures>
<texture file="skeletal/thrace_blackcloak_a.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>

View file

@ -37,22 +37,165 @@
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="40"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_em_04.psa" name="attack_melee" speed="80"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_melee" speed="80"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/>
<animation file="biped/walk_spearshield.psa" name="carry_food" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_meat" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/>
<animation event="0.23" file="infantry/general/chop.psa" name="gather_tree" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="125"/>
<animation file="infantry/general/forage.psa" name="gather_meat" speed="125"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_rock" speed="250"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_ore" speed="250"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_ruins" speed="250"/>
<animation event="0.6" file="infantry/general/dude/dudebuild.psa" name="Build" speed="300"/>
<animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/>
</animations>
<mesh>skeletal/m_tunic_long.dae</mesh>
<props>
<prop actor="props/units/heads/thracian_helmet.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/heads/thrac_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/rhomphaia.xml" attachpoint="r_hand"/>
<prop actor="props/units/shields/thracian_oval.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/jav_ammo.xml" attachpoint="l_hand"/>
<prop actor="props/units/cape_hd_black.xml" attachpoint="shoulders"/>
<prop actor="props/units/hele_ijv_rboot.xml" attachpoint="r_leg"/>
<prop actor="props/units/hele_ijv_lboot.xml" attachpoint="l_leg"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Tunic-1">
<mesh>skeletal/m_tunic_long.dae</mesh>
<textures><texture file="skeletal/hele_ijv_a.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="Tunic-2">
<mesh>skeletal/m_tunic_short.dae</mesh>
<textures><texture file="skeletal/hele_ijv_a_2.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="Tunic-3">
<mesh>skeletal/m_tunic_long.dae</mesh>
<textures><texture file="skeletal/hele_ijv_a_3.dds" name="baseTex"/></textures>
</variant>
<variant frequency="1" name="Tunic-Thureophoros">
<mesh>skeletal/m_tunic_long.dae</mesh>
<textures><texture file="skeletal/ptol_thureophoros_a_1.png" name="baseTex"/></textures>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="death">
<props>
<prop actor="props/units/blood_01.xml" attachpoint="root"/>
</props>
</variant>
<variant name="gather_tree">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_meat">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_rock">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_ore">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_ruins">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="Build">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="carry_food">
<props>
<prop actor="props/units/shuttle_basket.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_meat">
<props>
<prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_wood">
<props>
<prop actor="props/units/shuttle_wood.xml" attachpoint="r_hand"/>
<prop actor="" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_stone">
<props>
<prop actor="props/units/shuttle_stone.xml" attachpoint="r_hand"/>
<prop actor="" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_metal">
<props>
<prop actor="props/units/shuttle_metal.xml" attachpoint="r_hand"/>
<prop actor="" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
<textures>
<texture file="skeletal/thrace_blackcloak_a.dds" name="baseTex"/>
</textures>
</variant>
</group>
<material>player_trans.xml</material>

View file

@ -49,6 +49,21 @@
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="40"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_em_04.psa" name="attack_melee" speed="80"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_melee" speed="80"/>
<animation event="0.5" file="infantry/sword/attack/isw_s_off_05.psa" name="attack_slaughter" speed="100"/>
<animation file="biped/walk_spearshield.psa" name="carry_food" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_meat" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_wood" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_stone" speed="120"/>
<animation file="biped/walk_spearshield.psa" name="carry_metal" speed="120"/>
<animation event="0.23" file="infantry/general/chop.psa" name="gather_tree" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="300"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="125"/>
<animation file="infantry/general/forage.psa" name="gather_meat" speed="125"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_rock" speed="250"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_ore" speed="250"/>
<animation event="0.43" file="infantry/general/mine.psa" name="gather_ruins" speed="250"/>
<animation event="0.6" file="infantry/general/dude/dudebuild.psa" name="Build" speed="300"/>
<animation file="biped/inf_salute_c.psa" name="Promotion" speed="450"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="700"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="500"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="400"/>
@ -67,5 +82,119 @@
</textures>
</variant>
</group>
<group>
<variant frequency="1" name="Idle"/>
<variant name="death">
<props>
<prop actor="props/units/blood_01.xml" attachpoint="root"/>
</props>
</variant>
<variant name="gather_tree">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_meat">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_rock">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_ore">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="gather_ruins">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="r_hand"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="Build">
<props>
<prop attachpoint="shield"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="helmet"/>
</props>
</variant>
<variant name="carry_food">
<props>
<prop actor="props/units/shuttle_basket.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_meat">
<props>
<prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="carry_wood">
<props>
<prop actor="props/units/shuttle_wood.xml" attachpoint="r_hand"/>
<prop actor="" attachpoint="l_hand"/>
<prop attachpoint="helmet"/>
<prop attachpoint="shield"/>
</props>
</variant>
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<prop actor="" attachpoint="l_hand"/>
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<prop attachpoint="shield"/>
</props>
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<variant name="carry_metal">
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<prop actor="" attachpoint="l_hand"/>
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@ -3,6 +3,6 @@ PERSIAN ARCHITECTURE
- All Persian buildings +25% stronger.
- Build time lengthened by +25% as a consequence.
- Build time lengthened by +20% as a consequence.
- Persians also have access to a great number of structural & defensive technologies.

View file

@ -1,4 +0,0 @@
PEZHETAIROS
- The Infantry Spearman for the Macedonians.
- Uses 'Syntagma' formation for high pierce attack and high armour, but slow move speed.

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@ -5,7 +5,10 @@
"hele": "Prometoopidion",
"mace": "Prometoopidion",
"spart": "Prometoopidion",
"athen": "Prometoopidion"
"athen": "Prometoopidion",
"sele": "Prometoopidion",
"ptol": "Prometoopidion",
"theb": "Prometoopidion"
},
"description": "Metal armor for a horse's face.",
"cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200},

View file

@ -2,6 +2,7 @@
"pair": "pair_inf_armor_01",
"genericName": "Quilted Body Armor",
"specificName": {
"generic": "Spolas",
"hele": "Spolas",
"mace": "Spolas",
"spart": "Spolas",

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@ -6,6 +6,9 @@
"mace": "Xyston",
"spart": "Xyston",
"athen": "Xyston",
"sele": "Xyston",
"ptol": "Xyston",
"theb": "Xyston",
"rome": "Hasta"
},
"description": "A long spear made specifically for cavalry.",

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@ -5,7 +5,7 @@
"cost": {"food": 0, "wood": 200, "stone": 0, "metal": 0},
"requirements": {"tech": "phase_town"},
"requirementsTooltip": "Unlocked in Town Phase.",
"icon": "stone_blocks.png",
"icon": "stone_blocks_brown.png",
"researchTime": 40,
"tooltip": "City walls -20% build time, but -1 crush armor level.",
"modifications": [

View file

@ -6,7 +6,9 @@
"mace": "Siderénies Aichmés",
"spart": "Siderénies Aichmés",
"athen": "Siderénies Aichmés",
"theb": "Siderénies Aichmés"
"theb": "Siderénies Aichmés",
"ptol": "Siderénies Aichmés",
"sele": "Siderénies Aichmés"
},
"description": "Using iron instead of bronze gave spears additional piercing power.",
"cost": {"food": 0, "wood": 0, "stone": 0, "metal": 200},

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@ -7,6 +7,8 @@
"spart": "Ankyle",
"athen": "Ankyle",
"theb": "Ankyle",
"ptol": "Ankyle",
"sele": "Ankyle",
"rome": "Amentum"
},
"description": "The javelin thong (the Greeks also called them loops, or bronkhos) increased the fulcrum action of the throwing arm mid-throw, increasing speed and range of the javelin.",

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@ -0,0 +1,13 @@
{
"genericName": "Parade of Daphne",
"description": "Significantly increase training speed of champions and siege weapons at the fortress by training them in large batches or battalions.",
"cost": {"food": 500, "wood": 0, "stone": 0, "metal": 500},
"requirements": {"tech": "phase_city"},
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "walk.png",
"researchTime": 60,
"tooltip": "Fortress increased batch training speed bonus.",
"modifications": [{"value": "ProductionQueue/BatchTimeModifier", "add": -0.2}],
"affects": ["Fortress"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -0,0 +1,19 @@
{
"genericName": "Nisian War Horses",
"specificName": {
"sele": "Nisioi"
},
"description": "The now-extinct Nisian breed of horse was one of the largest and robust horses of ancient times. They were highly sought after by the Seleucids and Persians as both rider and mount gained heavier armor as time progressed.",
"cost": {"food": 200, "wood": 0, "stone": 0, "metal": 200},
"requirements": {"tech": "phase_city"},
"requirementsTooltip": "Unlocked in City Phase.",
"icon": "nisian_war_horses.png",
"researchTime": 60,
"tooltip": "All cavalry +20% health, but also +10% train time.",
"modifications": [
{"value": "Health/Max", "multiply": 1.20},
{"value": "Cost/BuildTime", "multiply": 1.1}
],
"affects": ["Cavalry"],
"soundComplete": "interface/alarm/alarm_upgradearmory.xml"
}

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@ -24,7 +24,7 @@
<Height>7.0</Height>
</Footprint>
<Health>
<Max>3000</Max>
<Max>2000</Max>
</Health>
<Identity>
<Civ>rome</Civ>

View file

@ -24,7 +24,7 @@
<Height>7.0</Height>
</Footprint>
<Health>
<Max>3000</Max>
<Max>1500</Max>
</Health>
<Identity>
<Civ>rome</Civ>

View file

@ -24,7 +24,7 @@
<Height>7.0</Height>
</Footprint>
<Health>
<Max>3000</Max>
<Max>1000</Max>
</Health>
<Identity>
<Civ>rome</Civ>

View file

@ -24,7 +24,7 @@
<Height>14.0</Height>
</Footprint>
<Health>
<Max>3000</Max>
<Max>2000</Max>
</Health>
<Identity>
<Civ>rome</Civ>

View file

@ -28,13 +28,7 @@
units/sele_cavalry_archer_b
</Entities>
<Technologies datatype="tokens">
-pair_levy_01
-training_conscription
-unlock_champion_units
persians/training_levy_infantry
persians/training_conscription_infantry
persians/training_levy_cavalry
persians/training_conscription_cavalry
</Technologies>
</ProductionQueue>
<VisualActor>

View file

@ -6,9 +6,9 @@
</Footprint>
<Identity>
<Civ>sele</Civ>
<SpecificName>Teíchisma</SpecificName>
<SpecificName>Phrourion</SpecificName>
<Tooltip>Build siege engines and train Champions. Garrison up to 20 soldiers inside for stout defense.</Tooltip>
<History>The Acropolis was usually a fortified citadel in the upper part of the city. The Athenian Acropolis was renowned for its marvellous temples, among which was the Parthenon, while the Acro-Corinthus was highly prized by the Macedonians for its strategic location and good defenses. Fortresses (also called a "phrourion") were also built to guard passes and atop hills in order to command plains and valleys below.</History>
<History>Fortresses were built to guard passes and atop hills in order to command plains and valleys below.</History>
</Identity>
<Obstruction>
<Static width="24.0" depth="26.0"/>
@ -27,6 +27,8 @@
successors/pair_unlock_champions
pair_siege_attack_pack
pair_siege_cost_armor
successors/special_war_horses
successors/special_parade_of_daphne
</Technologies>
</ProductionQueue>
<VisualActor>

View file

@ -27,7 +27,7 @@
</Resources>
</Cost>
<Footprint>
<Circle radius="3.5"/>
<Circle radius="2.5"/>
<Height>5.0</Height>
</Footprint>
<Health>

View file

@ -37,8 +37,8 @@
<Selectable>
<Overlay>
<Texture>
<MainTexture>circle/256x256.png</MainTexture>
<MainTextureMask>circle/256x256_mask.png</MainTextureMask>
<MainTexture>arrow/256x256.png</MainTexture>
<MainTextureMask>arrow/256x256_mask.png</MainTextureMask>
</Texture>
</Overlay>
</Selectable>

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@ -21,7 +21,6 @@
<Multiplier>1.5</Multiplier>
</BonusGates>
</Bonuses>
<PreferredClasses datatype="tokens">Structure</PreferredClasses>
</Melee>
<Charge>
<Hack>60.0</Hack>
@ -43,7 +42,6 @@
<Multiplier>1.5</Multiplier>
</BonusGates>
</Bonuses>
<PreferredClasses datatype="tokens">Structure</PreferredClasses>
</Charge>
</Attack>
<Identity>

View file

@ -34,6 +34,14 @@
<Classes datatype="tokens">Infantry</Classes>
<GenericName>Champion Infantry</GenericName>
</Identity>
<Selectable>
<Overlay>
<Texture>
<MainTexture>arrow/128x128.png</MainTexture>
<MainTextureMask>arrow/128x128_mask.png</MainTextureMask>
</Texture>
</Overlay>
</Selectable>
<Sound>
<SoundGroups>
<trained>interface/alarm/alarm_create_infantry.xml</trained>

View file

@ -7,7 +7,7 @@
</Armour>
<Attack>
<Melee>
<Hack>7.0</Hack>
<Hack>10.0</Hack>
<Pierce>0.0</Pierce>
<Crush>0.0</Crush>
<MaxRange>8.0</MaxRange>
@ -24,7 +24,7 @@
</Bonuses>
</Melee>
<Charge>
<Hack>14.0</Hack>
<Hack>20.0</Hack>
<Pierce>0.0</Pierce>
<Crush>0.0</Crush>
<MaxRange>8.0</MaxRange>

View file

@ -34,7 +34,7 @@
<Height>3.0</Height>
</Footprint>
<Health>
<Max>800</Max>
<Max>1500</Max>
</Health>
<Identity>
<GenericName>Hero Cavalry</GenericName>

View file

@ -41,7 +41,7 @@
<Height>3.0</Height>
</Footprint>
<Health>
<Max>800</Max>
<Max>1500</Max>
</Health>
<Identity>
<Classes datatype="tokens">Hero Bow Archer -Javelin</Classes>

View file

@ -33,7 +33,7 @@
<Height>3.0</Height>
</Footprint>
<Health>
<Max>800</Max>
<Max>1500</Max>
</Health>
<Identity>
<Classes datatype="tokens">Hero</Classes>

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@ -26,6 +26,9 @@
<Circle radius="3.0"/>
<Height>9.0</Height>
</Footprint>
<Health>
<Max>2000</Max>
</Health>
<Identity>
<Classes datatype="tokens">Hero -Champion</Classes>
<Tooltip>Classes: Hero Melee Elephant.

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@ -32,7 +32,7 @@
<Height>2.5</Height>
</Footprint>
<Health>
<Max>600</Max>
<Max>1000</Max>
</Health>
<Identity>
<Classes datatype="tokens">Hero Infantry</Classes>

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@ -33,7 +33,7 @@
<Height>2.5</Height>
</Footprint>
<Health>
<Max>600</Max>
<Max>1000</Max>
</Health>
<Identity>
<GenericName>Hero Archer</GenericName>

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@ -39,7 +39,7 @@
<Height>2.5</Height>
</Footprint>
<Health>
<Max>600</Max>
<Max>1000</Max>
</Health>
<Identity>
<Classes datatype="tokens">Hero</Classes>

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@ -7,7 +7,7 @@
<Tooltip>Classes: Hero Infantry Archer.
"Consort" Hero Aura: Increased effectiveness of allied heroes in her vision. Decreased effectiveness for enemy heroes.
"Patriot" Hero Aura: Egyptian units fight harder when in vision of her.</Tooltip>
<History>Cleopatra VII is one of the most discussed women in history. She came to the throne of Egypt at the age of 18 and ruled with guile and cunning. Fully Greek in heritage, she nevertheless engendered great support from the Egyptian people by being the first Ptolemaic Pharaoh to learn the Egyptian language. Her patron goddess was the Egyptian goddess Issus, even though by this time the Macedonians had imported much of their pantheon of Olympian gods. Cleopatra met Julius Caesar in 48 BCE, when he arrived to conquer Egypt for Rome. She succeeded in changing his mind. She bore him a son the next year and traveled to Rome as Caesar's bride, but when Julius was assassinated she fled back to Egypt. Later, on his way to attack Parthia, Marcus Antony, trusted general of the late Caesar, stopped in Egypt. There he met Cleopatra and fell immediately in love. Cleopatra bore him 4 children. Together, they fought Octavian Caesar (who would go on to become Augustus Caesar, first emperor of Rome) in a Roman civil war. After the disastrous naval battle of Actium (31 BCE) off the coast of Greece, they fled back to Egypt, hotly pursued by Octavian. The next year, surrounded by Octavian's forces with no hope of regaining power, Antony committed suicide. Cleopatra, the last of the Egyptian Pharaohs and the last of Alexander's Successors, followed Antony in death, committing suicide by Asp, a deadly snake.</History>
<History>Cleopatra VII is one of the most discussed women in history. She came to the throne of Egypt at the age of 18 and ruled with guile and cunning. Fully Greek in heritage, she nevertheless engendered great support from the Egyptian people by being the first Ptolemaic Pharaoh to learn the Egyptian language. Her patron goddess was the Egyptian goddess Isis, even though by this time the Macedonians had imported much of their pantheon of Olympian gods. Cleopatra met Julius Caesar in 48 BCE, when he arrived to conquer Egypt for Rome. She succeeded in changing his mind. She bore him a son the next year and travelled to Rome as Caesar's bride, but when Julius was assassinated she fled back to Egypt. Later, on his way to attack Parthia, Marcus Antony, trusted general of the late Caesar, stopped in Egypt. There he met Cleopatra and fell immediately in love. Cleopatra bore him 4 children. Together, they fought Octavian Caesar (who would go on to become Augustus Caesar, first emperor of Rome) in a Roman civil war. After the disastrous naval battle of Actium (31 BCE) off the coast of Greece, they fled back to Egypt, hotly pursued by Octavian. The next year, surrounded by Octavian's forces with no hope of regaining power, Antony committed suicide. Cleopatra, the last of the Egyptian Pharaohs and the last of Alexander's Successors, followed Antony in death, committing suicide by Asp, a deadly snake.</History>
<Icon>units/celt_hero_boudicca.png</Icon>
</Identity>
<Sound>

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@ -21,7 +21,7 @@
<GenericName>Mercenary Thureos Spearman</GenericName>
<SpecificName>Thureophóros Misthophóros</SpecificName>
<History>The thureophoroi (singular: thureophoros) was a type of infantry soldier, common in the 3rd to 1st century BC, who carried a large oval shield called a thureos which had a type of metal strip boss and a central spine. They were armed with a long thrusting spear, javelins and a sword. They also usually wore an iron or bronze Macedonian helmet. The thureos was probably originally an adapted form of a Celtic shield. Thracian and Illyrian infantry probably adopted the shield before the Greeks. However it has been suggested that the thureos was brought to Greece after Pyrrhus of Epirus' campaigns in Italy, as his Oscan allies and Roman enemies used the scutum. Thureophoroi were a 3rd century development on the Peltast and wore no body armor, but did wear sturdy leather boots for quick movement. Thureophoroi could skirmish, as well as fight in a phalanx when necessary. They were often stationed on the flanks of the traditional pike phalanx as a flexible link between the heavier pikemen and the cavalry wings.</History>
<Icon>units/ptol_infantry_spearman_2.png</Icon>
<Icon>units/sele_infantry_spearman_2.png</Icon>
</Identity>
<Promotion>
<Entity>units/ptol_infantry_spearman_2_a</Entity>

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@ -6,7 +6,7 @@
<GenericName>Militia Cavalry</GenericName>
<SpecificName>Hippakontistès Politès</SpecificName>
<History>Along with the citizen militia infantry there were also cavalry regiments of militia from the cities, known as Politikoi. The citizen cavalry was recruited from the richest citizens of the cities who did not hold the legal status of 'Macedonians'. Citizen cavalry of this sort are seen at the Daphne parade and, in this case, probably from Antioch and not collected from all the coastal cities. The Politikoi were probably not a unitary regiment of horse, but a collection of separate squadrons with each squadron having its own distinctive dress and equipment.</History>
<Icon>units/hele_cavalry_javelinist.png</Icon>
<Icon>units/sele_cavalry_javelinist.png</Icon>
</Identity>
<Promotion disable=""/>
<VisualActor>

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@ -15,6 +15,7 @@
<SpecificName>Toxótēs Syrías</SpecificName>
<History>Syrian archers mix the archery traditions of Crete with those of the East. Large numbers of Cretan colonists and mercenaries were settled within the borders of the Seleucid Empire. In return for lands, the colonists pledged themselves and their offspring to serve in the armies of the Seleucid king when called by him.</History>
<Icon>units/hele_infantry_archer.png</Icon>
<RequiredTechnology>phase_town</RequiredTechnology>
</Identity>
<Promotion>
<Entity>units/sele_infantry_archer_a</Entity>

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@ -14,7 +14,7 @@
<GenericName>Bronze Shield Pikeman</GenericName>
<SpecificName>Chalkaspides</SpecificName>
<History>The Seleucid phalanx was composed of three corps or regiments of pikemen - the Bronze Shields who were the youngest, the Gold Shields, and the Silver Shields who were the veterans who took the place of honor on the right flank of the phalanx.</History>
<Icon>units/hele_champion_infantry_mace.png</Icon>
<Icon>units/sele_infantry_spearman.png</Icon>
</Identity>
<Promotion>
<Entity>units/sele_infantry_spearman_a</Entity>

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@ -13,7 +13,7 @@
<SelectionGroupName>units/sele_infantry_swordsman_b</SelectionGroupName>
<GenericName>Thracian Mercenary Swordsman</GenericName>
<SpecificName>Rhomphaiaphoros Thrakikós</SpecificName>
<Icon>units/thracian_rhomphaia.png</Icon>
<Icon>units/sele_infantry_swordsman.png</Icon>
<History>Thracian tribesmen who wield the fearsome rhomphaia polearm weapon in combat. They were ubiquitous mercenary swordsmen and skirmishers throughout Hellenistic times, sometimes even serving in two opposing armies.</History>
<Tooltip>Classes: Mercenary Citizen Melee Infantry Swordsman.
Counters: 2x vs. Spearmen, 1.5x vs. Elephants.

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@ -9,7 +9,7 @@
<Civ>sele</Civ>
<SpecificName>Syrías Gýnē</SpecificName>
<History>?</History>
<Icon>units/maur_support_female_citizen.png</Icon>
<Icon>units/sele_support_female.png</Icon>
<SelectionGroupName>units/sele_support_female_citizen</SelectionGroupName>
</Identity>
<VisualActor>

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@ -4,13 +4,13 @@
<BuildTime>80</BuildTime>
</Cost>
<Health>
<Max>1200</Max>
<Max>2000</Max>
</Health>
<Identity>
<Civ>spart</Civ>
<GenericName>Agis III</GenericName>
<SpecificName>Agis</SpecificName>
<Tooltip>No hero aura. Double health of other infantry heroes. Basically a very tough hoplite.
<Tooltip>No hero aura. Has 2x health of other infantry heroes. Basically a very tough hoplite.
Counters: 2x vs. all cavalry.</Tooltip>
<History>Agis III was the 20th Spartan king of the Eurypontid lineage. Agis cobbled together an alliance of Southern Greek states to fight off Macedonian hegemony while Alexander the Great was away in Asia on his conquest march. After securing Crete as a Spartan tributary, Agis then moved to besiege the city of Megopolis in the Peloponnese, who was an ally of Macedon. Antipater, the Macedonian regent, lead an army to stop this new uprising. In the Battle of Megalopolis, the Macedonians prevailed in a long and bloody battle. Much like Leonidas 150 years earlier, instead of surrendering, Agis made a heroic final stand in order to buy time for his troops to retreat.</History>
<Icon>units/spart_hero_agis.png</Icon>