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https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-11 16:35:56 +00:00
Entity fixes, new greek material
This was SVN commit r3259.
This commit is contained in:
@@ -0,0 +1,23 @@
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||||
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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||||
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<castshadow/>
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<group>
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<variant name="m">
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<mesh>props/helmet/hele_helmet_m.pmd</mesh>
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<texture>props/helmet/hele_su1.dds</texture>
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</variant>
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<variant name="n">
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<mesh>props/helmet/hele_helmet_n.pmd</mesh>
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<texture>props/helmet/hele_su1.dds</texture>
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</variant>
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<variant name="o">
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<mesh>props/helmet/hele_helmet_o.pmd</mesh>
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<texture>props/helmet/hele_su1.dds</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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@@ -0,0 +1,27 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="100" name="Base">
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<animations>
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<animation file="biped/inf_idle_spear.psa" name="Idle" speed="200"/>
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<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
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<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
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<animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
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<animation event="0.5" file="biped/inf_spear_shield_atk_a.psa" name="Attack" speed="100"/>
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<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="Attack" speed="100"/>
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</animations>
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<mesh>skeletal/m_tunic_a.pmd</mesh>
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<props>
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<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
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<prop actor="props/units/weapons/spear_long.xml" attachpoint="r_hand"/>
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</props>
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<texture>skeletal/hele_demetrius.dds</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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@@ -22,6 +22,7 @@
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<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
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<prop actor="props/units/hele_ijv_rboot.xml" attachpoint="r_leg"/>
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<prop actor="props/units/hele_ijv_lboot.xml" attachpoint="l_leg"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="projectile"/>
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</props>
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@@ -20,6 +20,7 @@
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<prop actor="props/units/shields/hele_pelta_b.xml" attachpoint="shield"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="projectile"/>
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</props>
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<texture>skeletal/hele_ijv_b.dds</texture>
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@@ -0,0 +1,27 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="100" name="Base">
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<animations>
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<animation file="biped/inf_idle_spear.psa" name="Idle" speed="200"/>
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<animation file="biped/walk_spearshield.psa" name="Walk" speed="20"/>
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<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
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<animation file="biped/dudedecay_sword.psa" name="Decay" speed="100"/>
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<animation event="0.5" file="biped/inf_spear_shield_atk_a.psa" name="Attack" speed="100"/>
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<animation event="0.5" file="biped/inf_spear_shield_atk_b.psa" name="Attack" speed="100"/>
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</animations>
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<mesh>skeletal/m_tunic_a.pmd</mesh>
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<props>
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<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
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<prop actor="props/units/weapons/spear_long.xml" attachpoint="r_hand"/>
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</props>
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<texture>skeletal/hele_philip.dds</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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@@ -1,28 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="100" name="Base">
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<animations>
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<animation file="biped/dudeidle.psa" name="Idle" speed="200"/>
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<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
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<animation file="biped/dudebuild.psa" name="Build" speed="150"/>
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<animation file="biped/dudechop.psa" name="Chop" speed="150"/>
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<animation file="biped/dudedeath_sword.psa" name="Death" speed="200"/>
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<animation file="biped/dudedecay_sword.psa" name="Decay" speed="1"/>
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<animation event="0.5" file="biped/dudeattack.psa" name="Attack" speed="100"/>
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<animation event="0.5" file="biped/dudeattack1.psa" name="Attack" speed="100"/>
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</animations>
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<mesh>skeletal/dude.pmd</mesh>
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<props>
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<prop actor="props/units/heads/prop_hele_helm_1.xml" attachpoint="PropHead"/>
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<prop actor="props/units/shields/rome_sm_4.xml" attachpoint="PropShield"/>
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<prop actor="props/units/weapons/spear_long.xml" attachpoint="PropRHand"/>
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</props>
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<texture>skeletal/hele_spar_u1.dds</texture>
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</variant>
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</group>
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</actor>
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@@ -17,12 +17,12 @@
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</animations>
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<mesh>skeletal/m_tunic_a.pmd</mesh>
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<props>
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<prop actor="props/units/heads/hele_hoplite_e.xml" attachpoint="helmet"/>
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<prop actor="props/units/heads/hele_su1.xml" attachpoint="helmet"/>
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<prop actor="props/units/heads/head_hele_h.xml" attachpoint="head"/>
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<prop actor="props/units/shields/hele_round_su1.xml" attachpoint="shield"/>
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<prop actor="props/units/weapons/spear_long.xml" attachpoint="r_hand"/>
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<prop actor="props/units/weapons/spear.xml" attachpoint="r_hand"/>
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</props>
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<texture>skeletal/hele_isp_e.dds</texture>
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<texture>skeletal/hele_spartitiate.dds</texture>
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</variant>
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</group>
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@@ -0,0 +1,77 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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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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<animations>
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<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
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<animation file="quadraped/horse_gallop.psa" name="Walk" speed="17"/>
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</animations>
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<mesh>skeletal/horse.pmd</mesh>
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</variant>
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</group>
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<group>
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<variant name="yellow">
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<colour>254 216 0</colour>
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</variant>
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<variant name="brown">
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<colour>136 119 0</colour>
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</variant>
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<variant name="rust">
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<colour>241 131 0</colour>
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</variant>
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</group>
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<group>
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<variant>
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<props>
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<prop actor="units/hellenes/super_unit_4_r.xml" attachpoint="rider"/>
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<prop actor="props/units/horse/hele_saddle_h1.xml" attachpoint="chest"/>
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<prop actor="props/units/horse/hele_saddle_fr1.xml" attachpoint="fr_quarter"/>
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<prop actor="props/units/horse/hele_saddle_fl1.xml" attachpoint="fl_quarter"/>
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<prop actor="props/units/horse/hele_saddle_rr1.xml" attachpoint="rr_quarter"/>
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<prop actor="props/units/horse/hele_saddle_rl1.xml" attachpoint="rl_quarter"/>
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</props>
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<texture>skeletal/horse_hele_j.dds</texture>
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</variant>
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<variant>
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<props>
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<prop actor="units/hellenes/super_unit_4_r.xml" attachpoint="rider"/>
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<prop actor="props/units/horse/hele_saddle_h1.xml" attachpoint="chest"/>
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<prop actor="props/units/horse/hele_saddle_fr1.xml" attachpoint="fr_quarter"/>
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<prop actor="props/units/horse/hele_saddle_fl1.xml" attachpoint="fl_quarter"/>
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<prop actor="props/units/horse/hele_saddle_rr1.xml" attachpoint="rr_quarter"/>
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<prop actor="props/units/horse/hele_saddle_rl1.xml" attachpoint="rl_quarter"/>
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</props>
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<texture>skeletal/horse_hele_h.dds</texture>
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</variant>
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<variant>
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<props>
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<prop actor="units/hellenes/super_unit_4_r.xml" attachpoint="rider"/>
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<prop actor="props/units/horse/hele_saddle_h2.xml" attachpoint="chest"/>
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<prop actor="props/units/horse/hele_saddle_fr2.xml" attachpoint="fr_quarter"/>
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<prop actor="props/units/horse/hele_saddle_fl2.xml" attachpoint="fl_quarter"/>
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<prop actor="props/units/horse/hele_saddle_rr2.xml" attachpoint="rr_quarter"/>
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<prop actor="props/units/horse/hele_saddle_rl2.xml" attachpoint="rl_quarter"/>
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</props>
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<texture>skeletal/horse_hele_i.dds</texture>
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</variant>
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<variant>
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<props>
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<prop actor="units/hellenes/super_unit_4_r.xml" attachpoint="rider"/>
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<prop actor="props/units/horse/hele_saddle_h2.xml" attachpoint="chest"/>
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<prop actor="props/units/horse/hele_saddle_fr2.xml" attachpoint="fr_quarter"/>
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<prop actor="props/units/horse/hele_saddle_fl2.xml" attachpoint="fl_quarter"/>
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<prop actor="props/units/horse/hele_saddle_rr2.xml" attachpoint="rr_quarter"/>
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<prop actor="props/units/horse/hele_saddle_rl2.xml" attachpoint="rl_quarter"/>
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</props>
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<texture>skeletal/horse_hele_g.dds</texture>
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</variant>
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</group>
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<material>objectcolor.xml</material>
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</actor>
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+3
-3
@@ -18,10 +18,10 @@
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<mesh>skeletal/m_tunic_a.pmd</mesh>
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<props>
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<prop actor="props/units/heads/hele_cav_e.xml" attachpoint="helmet"/>
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<prop actor="props/units/heads/head_hele_e.xml" attachpoint="head"/>
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<prop actor="props/units/weapons/xiphos.xml" attachpoint="r_hand"/>
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<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
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<prop actor="props/units/weapons/spear_long.xml" attachpoint="r_hand"/>
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</props>
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<texture>skeletal/hele_csw_e.dds</texture>
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<texture>skeletal/hele_hetairoi.dds</texture>
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</variant>
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</group>
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@@ -3,4 +3,6 @@
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<Entity
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Parent="hele_cavalry_swordsman_b"
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>
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<Actor>units/hellenes/cavalry_swordsman_a.xml</Actor>
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</Entity>
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@@ -3,4 +3,6 @@
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<Entity
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Parent="hele_cavalry_swordsman_a"
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>
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<Actor>units/hellenes/cavalry_swordsman_e.xml</Actor>
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</Entity>
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@@ -0,0 +1,22 @@
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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
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<Entity
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Parent="template_unit_hero"
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>
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<Traits>
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<Id>
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<Specific>Demetrius</Specific>
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<Civ>Hellenes</Civ>
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<History>One of the Diadochi, king of Macedonia (294 BC - 288 BC), Demetrius was renowned as one of the bravest and most able successors of Alexander. As the son of Antigonus I Monophtalmus, he fought and won many important battles early on and was proclaimed king, along with his father, in 306 BC. Losing his Asian possessions after the battle of Ipsus, he later won the Macedonian throne. Fearing lest they should be overpowered by Demetrius, the other Diadochi united against him and defeated him.</History>
|
||||
|
||||
</Id>
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||||
|
||||
</Traits>
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||||
|
||||
<Actor>units/hellenes/demetrius.xml</Actor>
|
||||
|
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</Entity>
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@@ -0,0 +1,22 @@
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<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
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|
||||
<Entity
|
||||
Parent="template_unit_hero"
|
||||
>
|
||||
<Traits>
|
||||
|
||||
<Id>
|
||||
|
||||
<Specific>Philip II</Specific>
|
||||
|
||||
<Civ>Hellenes</Civ>
|
||||
|
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<History>The king of Macedonia (359 BC - 336 BC), he carried out vast monetary and military reforms in order to make his kingdom the most powerful force in the Greek world. Greatly enlarged the size of Macedonia by conquering much of Thrace and subduing the Greeks. Murdered in Aegae while planning a campaign against Persia.</History>
|
||||
|
||||
</Id>
|
||||
|
||||
</Traits>
|
||||
|
||||
<Actor>units/hellenes/philip.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -3,4 +3,7 @@
|
||||
<Entity
|
||||
Parent="hele_infantry_archer_b"
|
||||
>
|
||||
|
||||
<Actor>units/hellenes/infantry_archer_a.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -3,4 +3,7 @@
|
||||
<Entity
|
||||
Parent="hele_infantry_archer_a"
|
||||
>
|
||||
|
||||
<Actor>units/hellenes/infantry_archer_e.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -3,4 +3,6 @@
|
||||
<Entity
|
||||
Parent="hele_infantry_javelinist_b"
|
||||
>
|
||||
|
||||
<Actor>units/hellenes/infantry_javelinist_a.xml</Actor>
|
||||
</Entity>
|
||||
@@ -3,4 +3,6 @@
|
||||
<Entity
|
||||
Parent="hele_infantry_javelinist_a"
|
||||
>
|
||||
|
||||
<Actor>units/hellenes/infantry_javelinist_e.xml</Actor>
|
||||
</Entity>
|
||||
@@ -1,6 +0,0 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="hele_infantry_slinger_b"
|
||||
>
|
||||
</Entity>
|
||||
@@ -1,21 +0,0 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="template_unit_infantry_ranged_slinger"
|
||||
>
|
||||
<Traits>
|
||||
|
||||
<Id>
|
||||
|
||||
<Specific>Rhodian Sfendonistis</Specific>
|
||||
|
||||
<Civ>Hellenes</Civ>
|
||||
|
||||
<History>Slingers were supporting light infantry armed with a weapon of simple manufacture but of complex usage. Rhodes was famous for its slingers, who hurled lead shots at ranges that archers could not surpass. The bullets were grooved so that they would whistle as they flew and many were inscribed with insults. Even heavy bronze armor could not withstand a sling cast.</History>
|
||||
|
||||
</Id>
|
||||
|
||||
</Traits>
|
||||
|
||||
<Actor>units/hellenes/infantry_slinger_b.xml</Actor>
|
||||
</Entity>
|
||||
@@ -1,6 +0,0 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="hele_infantry_slinger_a"
|
||||
>
|
||||
</Entity>
|
||||
@@ -3,4 +3,7 @@
|
||||
<Entity
|
||||
Parent="hele_infantry_spearman_b"
|
||||
>
|
||||
|
||||
<Actor>units/hellenes/infantry_spearman_a.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -3,4 +3,7 @@
|
||||
<Entity
|
||||
Parent="hele_infantry_spearman_a"
|
||||
>
|
||||
|
||||
<Actor>units/hellenes/infantry_spearman_e.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,21 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="template_unit_super_cavalry"
|
||||
>
|
||||
<Traits>
|
||||
|
||||
<Id>
|
||||
|
||||
<Specific>Hetairoi</Specific>
|
||||
|
||||
<Civ>Hellenes</Civ>
|
||||
|
||||
<History>Macedonian noblemen made up this elite cavalry unit, which was key to victory for Macedonian kings starting with Philip II, whom increased their number from 600 to several thousand. The Companion Cavalry was also a preferred general stand.</History>
|
||||
|
||||
</Id>
|
||||
</Traits>
|
||||
|
||||
<Actor>units/hellenes/super_unit_4.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,21 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="template_unit_super_infantry"
|
||||
>
|
||||
<Traits>
|
||||
|
||||
<Id>
|
||||
|
||||
<Specific>Ekdromos</Specific>
|
||||
|
||||
<Civ>Hellenes</Civ>
|
||||
|
||||
<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>
|
||||
|
||||
</Id>
|
||||
</Traits>
|
||||
|
||||
<Actor>units/hellenes/super_unit_2.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -1,21 +0,0 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="template_unit_super_infantry"
|
||||
>
|
||||
<Traits>
|
||||
|
||||
<Id>
|
||||
|
||||
<Specific></Specific>
|
||||
|
||||
<Civ>Hellenes</Civ>
|
||||
|
||||
<History></History>
|
||||
|
||||
</Id>
|
||||
</Traits>
|
||||
|
||||
<Actor>units/hellenes/super_unit_1.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,21 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="template_unit_super_infantry"
|
||||
>
|
||||
<Traits>
|
||||
|
||||
<Id>
|
||||
|
||||
<Specific>Pezhetairoi</Specific>
|
||||
|
||||
<Civ>Hellenes</Civ>
|
||||
|
||||
<History>'Foot Companions', these were the elite troops from the Macedonian phalanx, whom carried their Sarissas with both hands, the white shields being attached to their armour. The Sarissa and the new tactics they used were developed by Philip II under Theban influence. If properly protected by cavalry on both sides, the Pezhetairoi were virtually invincible to any kind of enemy unit. They were always deployed in deep formations of 16+.</History>
|
||||
|
||||
</Id>
|
||||
</Traits>
|
||||
|
||||
<Actor>units/hellenes/super_unit_1.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -0,0 +1,21 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="template_unit_super_infantry"
|
||||
>
|
||||
<Traits>
|
||||
|
||||
<Id>
|
||||
|
||||
<Specific>Spartiate</Specific>
|
||||
|
||||
<Civ>Hellenes</Civ>
|
||||
|
||||
<History>The Spartans had a very peculiar form of government which enabled them to be professional soldiers. It not only enabled them, but actually forced them to be superior soldiers as a small group of Spartans had to dominate an enormous number of subjects and unwilling allies. The Spartan army was superior in Hellas, and in the rest of the known world. No other army was so well trained, and had such excellent equipment. They believed that traditional training was the key to success, and for centuries they were correct, as they never lost a battle in spite of their small numbers. Ironically enough, this concept ended the Spartan supremacy, as the Spartan phalanx could not resist the new sloped Theban phalanx and the invading integrated Macedonian forces. The end of the Spartan power marked the end of the domination of the phalanx.</History>
|
||||
|
||||
</Id>
|
||||
</Traits>
|
||||
|
||||
<Actor>units/hellenes/super_unit_1.xml</Actor>
|
||||
|
||||
</Entity>
|
||||
@@ -1,21 +0,0 @@
|
||||
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
|
||||
|
||||
<Entity
|
||||
Parent="template_unit_super_siege"
|
||||
>
|
||||
<Traits>
|
||||
|
||||
<Id>
|
||||
|
||||
<Specific>Athenian Oxybeles</Specific>
|
||||
|
||||
<Civ>Hellenes</Civ>
|
||||
|
||||
<History>Oxybeles were the logical development of the gastraphetes, a large crossbow mounted on a heavy tripod. It launched heavy bolts using a bow of far greater power than its predecessor, requiring a lever operated winch system to draw it. In accuracy, range, and power it outstripped all other bolt throwers of the time.</History>
|
||||
|
||||
</Id>
|
||||
|
||||
</Traits>
|
||||
|
||||
<Actor>units/hellenes/super_unit_2.xml</Actor>
|
||||
</Entity>
|
||||
Reference in New Issue
Block a user