#Big update, tidying up the Celts and Hellenes.

This was SVN commit r6544.
This commit is contained in:
Mythos_Ruler
2008-12-23 18:14:36 +00:00
parent 40cfae7f81
commit e1390062b3
67 changed files with 511 additions and 609 deletions
@@ -17,6 +17,10 @@
<variant frequency="1" name="Shield-Parma-D">
<mesh>props/shield/round_b_f.pmd</mesh>
<texture>props/shield/rome_parma_d.dds</texture>
</variant>
<variant frequency="1" name="Shield-Parma-L">
<mesh>props/shield/round_b_f.pmd</mesh>
<texture>props/shield/rome_parma_l.dds</texture>
</variant>
</group>
@@ -20,6 +20,9 @@
<variant frequency="1" name="Shield-Parma-G">
<texture>props/shield/rome_parma_g.dds</texture>
</variant>
<variant frequency="1" name="Shield-Parma-M">
<texture>props/shield/rome_parma_m.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
@@ -4,31 +4,34 @@
<castshadow/>
<group>
<variant frequency="100" name="Base">
<variant frequency="1" name="Hair-Bun">
<mesh>props/dudette_head.pmd</mesh>
</variant>
<variant frequency="1" name="Hair-Long">
<mesh>props/head_boudicca.pmd</mesh>
</variant>
</group>
<group>
<variant frequency="1" name="Female-Face-01">
<variant frequency="1" name="Face-01">
<texture>props/head/celt_fem_b.dds</texture>
</variant>
<variant frequency="1" name="Female-Face-02">
<variant frequency="1" name="Face-02">
<texture>props/head/celt_fem_boudicca_1.dds</texture>
</variant>
<variant frequency="1" name="Female-Face-03">
<variant frequency="1" name="Face-03">
<texture>props/head/celt_fem_c.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="blonde">
<variant frequency="1" name="color-blonde">
<colour>232 205 123</colour>
</variant>
<variant frequency="1" name="red">
<variant frequency="1" name="color-red">
<colour>224 120 16</colour>
</variant>
<variant frequency="3" name="brown">
<variant frequency="3" name="color-brown">
<colour>120 114 35</colour>
</variant>
</group>
@@ -10,10 +10,10 @@
</group>
<group>
<variant frequency="1" name="healer-face-a">
<variant frequency="1" name="head-bare">
<texture>props/head/hele_healer_a.dds</texture>
</variant>
<variant frequency="1" name="healer-face-b">
<variant frequency="1" name="head-wreath">
<texture>props/head/hele_healer_b.dds</texture>
</variant>
</group>
@@ -27,7 +27,7 @@
<prop actor="props/units/shields/celt_brennus.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/csword.xml" attachpoint="r_hand"/>
<prop actor="props/temp/l_sheath.xml" attachpoint="l_hip"/>
<prop actor="props/units/heads/head_celt.xml" attachpoint="head"/>
<prop actor="props/units/heads/head_celt_brennus.xml" attachpoint="head"/>
</props>
<texture>skeletal/celt_brennus.dds</texture>
</variant>
@@ -7,7 +7,8 @@
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/mastiff_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/mastiff_run.psa" name="Walk" speed="20"/>
<animation file="quadraped/mastiff_run.psa" name="Walk" speed="17"/>
<animation file="quadraped/mastiff_run.psa" name="run" speed="25"/>
</animations>
<mesh>skeletal/mastiff.pmd</mesh>
<props>
@@ -7,7 +7,8 @@
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/mastiff_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/mastiff_run.psa" name="Walk" speed="20"/>
<animation file="quadraped/mastiff_run.psa" name="Walk" speed="17"/>
<animation file="quadraped/mastiff_run.psa" name="run" speed="25"/>
</animations>
<mesh>skeletal/mastiff.pmd</mesh>
<props>
@@ -7,8 +7,8 @@
<variant frequency="100" name="Base">
<animations>
<animation file="quadraped/mastiff_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/mastiff_run.psa" name="Walk" speed="12"/>
<animation file="quadraped/mastiff_run.psa" name="run" speed="20"/>
<animation file="quadraped/mastiff_run.psa" name="Walk" speed="17"/>
<animation file="quadraped/mastiff_run.psa" name="run" speed="25"/>
</animations>
<mesh>skeletal/mastiff.pmd</mesh>
<props>
@@ -11,6 +11,7 @@
<animation file="female/f_lumber_01.dae" name="gather_wood" speed="100"/>
<animation file="female/f_farm_01.dae" name="gather_grain" speed="150"/>
<animation file="female/f_gather_01.dae" name="gather_fruit" speed="100"/>
<animation file="female/f_gather_01.dae" name="gather_meat" speed="100"/>
<animation file="female/f_mine_01.dae" name="gather_stone" speed="150"/>
<animation file="female/f_mine_01.dae" name="gather_metal" speed="150"/>
<animation file="female/f_build_01.dae" name="Build" speed="150"/>
@@ -30,9 +30,7 @@
<mesh>skeletal/m_pants.dae</mesh>
<props>
<prop actor="props/units/heads/head_lime.xml" attachpoint="head"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="projectile"/>
<prop actor="props/units/shields/celt_round_a.xml" attachpoint="shield"/>
</props>
</variant>
@@ -29,9 +29,7 @@
<mesh>skeletal/m_pants.dae</mesh>
<props>
<prop actor="props/units/heads/head_celt.xml" attachpoint="head"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="projectile"/>
</props>
<texture>skeletal/celt_ijv_b_01.dds</texture>
</variant>
@@ -1,114 +1,112 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation event="0.4" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_tights.dae</mesh>
<props>
<prop actor="props/units/heads/celt_helmet_b.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_celt.xml" attachpoint="head"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="projectile"/>
<prop actor="props/units/shields/celt_dip.xml" attachpoint="shield"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Tattoos-1">
<texture>skeletal/celt_ijv_e_01.dds</texture>
</variant>
<variant frequency="1" name="Tattoos-2">
<texture>skeletal/celt_ijv_e_02.dds</texture>
</variant>
<variant frequency="1" name="Tattoos-3">
<texture>skeletal/kart_isw_a_01.dds</texture>
</variant>
<variant frequency="1" name="Tattoos-4">
<texture>skeletal/kart_isw_a_02.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle">
<props>
<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
<animation event="0.4" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_def_02.psa" name="Run" speed="10"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="100"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="150"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="150"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_tights.dae</mesh>
<props>
<prop actor="props/units/heads/celt_helmet_b.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_celt.xml" attachpoint="head"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/shields/celt_dip.xml" attachpoint="shield"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Tattoos-1">
<texture>skeletal/celt_ijv_e_01.dds</texture>
</variant>
<variant frequency="1" name="Tattoos-2">
<texture>skeletal/celt_ijv_e_02.dds</texture>
</variant>
<variant frequency="1" name="Tattoos-3">
<texture>skeletal/kart_isw_a_01.dds</texture>
</variant>
<variant frequency="1" name="Tattoos-4">
<texture>skeletal/kart_isw_a_02.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle">
<props>
<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
<prop actor="" attachpoint="r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop actor="" attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="" attachpoint="shield"/>
<prop actor="" attachpoint="l_hand"/>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -34,6 +34,9 @@
<variant frequency="1" name="chainmail-1">
<texture>skeletal/celt_su3_soldurii_1.dds</texture>
</variant>
<variant frequency="1" name="chainmail-2">
<texture>skeletal/celt_su3_soldurii_2.dds</texture>
</variant>
</group>
<material>player_trans.xml</material>
@@ -11,6 +11,7 @@
<animation file="female/f_lumber_01.dae" name="gather_wood" speed="100"/>
<animation file="female/f_farm_01.dae" name="gather_grain" speed="150"/>
<animation file="female/f_gather_01.dae" name="gather_fruit" speed="100"/>
<animation file="female/f_gather_01.dae" name="gather_meat" speed="100"/>
<animation file="female/f_mine_01.dae" name="gather_stone" speed="150"/>
<animation file="female/f_mine_01.dae" name="gather_metal" speed="150"/>
<animation file="female/f_build_01.dae" name="Build" speed="150"/>
@@ -1,104 +1,104 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_arch_atk_a.psa" name="Idle" speed="1"/>
<animation event="0.8" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="15"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="200"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/forage.psa" name="gather_meat" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="200"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
<prop actor="props/temp/quiver.xml" attachpoint="back"/>
<prop actor="props/units/heads/hele_straw.xml" attachpoint="helmet"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Tunic-Sleeves">
<texture>skeletal/hele_isp_b.dds</texture>
</variant>
<variant frequency="1" name="Tunic-Sleeveless">
<texture>skeletal/hele_isp_b_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_meat">
<props>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="100"/>
<animation event="0.8" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="15"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="10"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="200"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/forage.psa" name="gather_meat" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="200"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="200"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
<prop actor="props/temp/quiver.xml" attachpoint="back"/>
<prop actor="props/units/heads/hele_straw.xml" attachpoint="helmet"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="Tunic-Sleeves">
<texture>skeletal/hele_isp_b.dds</texture>
</variant>
<variant frequency="1" name="Tunic-Sleeveless">
<texture>skeletal/hele_isp_b_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_meat">
<props>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,94 +1,94 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_arch_atk_a.psa" name="Idle" speed="1"/>
<animation event="0.6" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/forage.psa" name="gather_meat" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="250"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="250"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
<prop actor="props/temp/quiver.xml" attachpoint="back"/>
</props>
<texture>skeletal/hele_tunic.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_meat">
<props>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="100"/>
<animation event="0.6" file="biped/inf_arch_atk_a.psa" load="0.2" name="Melee" speed="90"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
<animation file="infantry/general/chop.psa" name="gather_wood" speed="250"/>
<animation file="biped/hoe.psa" name="gather_grain" speed="150"/>
<animation file="infantry/general/forage.psa" name="gather_fruit" speed="100"/>
<animation file="infantry/general/forage.psa" name="gather_meat" speed="100"/>
<animation file="infantry/general/mine.psa" name="gather_stone" speed="250"/>
<animation file="infantry/general/mine.psa" name="gather_metal" speed="250"/>
<animation file="infantry/general/dude/dudebuild.psa" name="Build" speed="150"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
<prop actor="props/temp/quiver.xml" attachpoint="back"/>
</props>
<texture>skeletal/hele_tunic.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/bow_short.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/arrow_back.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/arrow_front.xml" attachpoint="projectile"/>
</props>
</variant>
<variant name="gather_wood">
<props>
<prop actor="props/units/tools/axe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_grain">
<props>
<prop actor="props/units/tools/hoe.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_fruit">
<props>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_meat">
<props>
<prop attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop actor="props/units/tools/basket.xml" attachpoint="l_leg"/>
</props>
</variant>
<variant name="gather_stone">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_metal">
<props>
<prop actor="props/units/tools/pick.xml" attachpoint="l_hand"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="Build">
<props>
<prop actor="props/units/tools/mallet.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -6,7 +6,7 @@
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_arch_atk_a.psa" name="Idle" speed="1"/>
<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="100"/>
<animation event="0.6" file="biped/inf_arch_atk_a.psa" load="0" name="Attack" speed="100"/>
<animation file="infantry/general/dude/dudewalk.psa" name="Walk" speed="20"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="5"/>
@@ -7,7 +7,7 @@
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_hoplite_idle_a.psa" name="Idle" speed="200"/>
<animation file="biped/inf_hoplite_walk.psa" name="Walk" speed="20"/>
<animation file="biped/inf_hoplite_walk.psa" name="Walk" speed="18"/>
<animation event="0.5" file="biped/inf_hoplite_atk_a.psa" name="melee" speed="200"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_02.psa" name="Death" speed="350"/>
@@ -15,7 +15,7 @@
<animation file="infantry/general/death/inf_04.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_06.psa" name="Death" speed="300"/>
<animation file="infantry/general/death/inf_07.psa" name="Death" speed="300"/>
<animation file="biped/inf_hoplite_shield_run_a.psa" name="Run" speed="14"/>
<animation file="biped/inf_hoplite_shield_run_a.psa" name="Run" speed="12"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
@@ -1,42 +1,44 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_hoplite_idle_a.psa" name="Idle" speed="200"/>
<animation file="biped/inf_hoplite_shield_run_a.psa" name="Walk" speed="12"/>
<animation file="biped/inf_hoplite_shield_run_a.psa" name="run" speed="14"/>
<animation event="0.5" file="infantry/javelin/attack/ijv_off_01.psa" name="Attack" speed="100"/>
<animation file="infantry/general/death/inf_01.psa" name="Death" speed="220"/>
<animation file="infantry/general/death/inf_03.psa" name="death" speed="220"/>
<animation file="infantry/general/death/inf_06.psa" name="death" speed="220"/>
<animation file="infantry/general/death/inf_07.psa" name="death" speed="220"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/hele_xenophon.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/shields/hele_round_xenophon.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear_reverse.xml" attachpoint="r_hand"/>
</props>
<texture>skeletal/hele_xenophon.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/spear_reverse.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/spear.xml" attachpoint="projectile"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="110"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="100"/>
<animation file="biped/inf_sword_ready_a.dae" name="Idle" speed="80"/>
<animation file="biped/inf_hoplite_shield_run_a.psa" name="walk" speed="12"/>
<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="run" speed="9"/>
<animation event="0.5" file="infantry/javelin/attack/ijv_off_01.psa" name="melee" speed="100"/>
<animation file="infantry/general/death/inf_01.psa" name="death" speed="220"/>
<animation file="infantry/general/death/inf_03.psa" name="death" speed="220"/>
<animation file="infantry/general/death/inf_06.psa" name="death" speed="220"/>
<animation file="infantry/general/death/inf_07.psa" name="death" speed="220"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/hele_xenophon.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/shields/hele_round_xenophon.xml" attachpoint="shield"/>
<prop actor="props/units/weapons/spear.xml" attachpoint="r_hand"/>
</props>
<texture>skeletal/hele_xenophon.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Melee">
<props>
<prop actor="props/units/weapons/spear_reverse.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/spear.xml" attachpoint="projectile"/>
<prop attachpoint="r_hand"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>
@@ -1,26 +1,26 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_structure_military_dock"
>
<Entity Parent="template_structure_military_dock">
<Traits>
<Id>
<Specific>Crannog</Specific>
<Civ>Celts</Civ>
<History>A crannog (or crannoge) is the name given in Scotland and Ireland to an artificial island or natural island, used for a settlement. The name can also be used to refer to wooden platforms erected on shallow loch floors, although understandably few remains of this sort have been found. The choice of an island as a home is thought to have been for defence as well as the availability of food in the form of fish nearby.</History>
</Id>
<Population>
<Add>2</Add>
</Population>
</Traits>
<Actions>
<Create>
<List>
<Train>
<Ship_Trireme />
<Ship_Merchant />
</Train>
<Research />
</List>
</Create>
</Actions>
<Actor>structures/celts/dock.xml</Actor>
</Entity>
@@ -1,29 +1,21 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_structure_military_fortress"
>
<Entity Parent="template_structure_military_fortress">
<Traits>
<Id>
<Specific>Broch</Specific>
<Icon_Cell>62</Icon_Cell>
<Specific>Brythonic Broch</Specific>
<Civ>Celts</Civ>
<History>The Broch is an Iron Age round tower fortification type unique to Scotland. The origin of brochs remains a mystery. Some archaeologists believed the brochs were built by an influx of broch builders who had been displaced and pushed northward during the Roman invasion of Britain. However, this theory has been largely disproven and current thought is that they were built by itinerant (travelling) craftsmen since so many were built to almost the same exact design. </History>
<Tooltip>Trains Brythonic Heroes, Super Units, and Siege Ram.</Tooltip>
</Id>
<Footprint>
<Radius>8.0</Radius>
<Height>16.0</Height>
</Footprint>
<Population>
<Add>22</Add>
</Population>
</Traits>
<Actions>
<Create>
@@ -40,7 +32,5 @@
</List>
</Create>
</Actions>
<Actor>structures/celts/fortress_briton.xml</Actor>
</Entity>
@@ -1,26 +1,18 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_structure_military_fortress"
>
<Entity Parent="template_structure_military_fortress">
<Actor>structures/celts/fortress_gallic.xml</Actor>
<Traits>
<Id>
<Specific>Dun</Specific>
<Specific>Gallic Dun</Specific>
<Civ>Celts</Civ>
<History>Dun comes from the Brythonic Din and Gaelic Dun, meaning fort, and is now used as a general term for small stone built strongholds. Duns appear to have arrived with the Brythonic Celts in about the 7th century BC, associated with their Iron age culture of warrior tribes and petty chieftains. Early Duns had near vertical ramparts constructed of stone laced with timber, and where this was set on fire (accidentally or on purpose) it forms the vitrified forts where stones have been partly melted, an effect that is still clearly visible. Use of Duns continued in some cases into the medieval period.</History>
<Tooltip>Trains Gallic Heroes, Super Units, and Siege Ram.</Tooltip>
</Id>
<Population>
<Add>22</Add>
</Population>
</Traits>
<Actions>
<Create>
<List>
@@ -36,7 +28,4 @@
</List>
</Create>
</Actions>
<Actor>structures/celts/fortress_gallic.xml</Actor>
</Entity>
@@ -1,31 +1,21 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_structure_special"
>
<Entity Parent="template_structure_special">
<Traits>
<Id>
<Icon_Cell>63</Icon_Cell>
<Specific>Ffactri</Specific>
<Civ>Celts</Civ>
<History>The Celts developed the first rotary flour mill.</History>
<Tooltip>Increases Farm output +10%.</Tooltip>
<Tooltip>Increases Farm output +15% per Territory.</Tooltip>
</Id>
<Population>
<Add>2</Add>
</Population>
<Footprint>
<Radius>8.0</Radius>
<Height>6.0</Height>
</Footprint>
</Traits>
<Actor>structures/celts/special.xml</Actor>
</Entity>
@@ -1,24 +1,14 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_structure_military_dock"
>
<Entity Parent="template_structure_military_dock">
<Actor>structures/hellenes/dock.xml</Actor>
<Traits>
<Id>
<Specific>Limenos</Specific>
<Civ>Hellenes</Civ>
<History>Greece is a sea country, which is why some of the greatest Hellenic and Hellenistic cities like Ephesus, Corinth, Alexandria and Antioch were built by the sea. It should also be noted that all colonies during the Great Colonisation were thriving port centres, which traded with the local population.</History>
</Id>
</Traits>
<Actor>structures/hellenes/dock.xml</Actor>
<Actions>
<Create>
<List>
@@ -34,5 +24,4 @@
</List>
</Create>
</Actions>
</Entity>
@@ -3,10 +3,11 @@
<Entity Parent="template_structure_special">
<Traits>
<Id>
<Icon_Cell>63</Icon_Cell>
<Specific>Gymnasion</Specific>
<Civ>Hellenes</Civ>
<History>The gymnasion was a vital place in Hellenistic polises, where physical exercises were performed and social contacts established.</History>
<Tooltip>Train Super Units and researches Osthimos technology.</Tooltip>
<Tooltip>Train Super Units and research Osthimos technology.</Tooltip>
</Id>
<Footprint>
<Width>22.0</Width>
@@ -1,20 +1,13 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity Parent="template_structure_special">
<Traits>
<Id>
<Specific>Theatron</Specific>
<Civ>Hellenes</Civ>
<History>Greek theatres were places where the immortal tragedies of Aeschylus, Sophocles and many other talented dramatists were staged to the delight of the populace. They were instrumental in enriching Hellenic culture.</History>
<Tooltip>Build one of these to take advantage of the Hellenisation civ bonus.</Tooltip>
</Id>
<Creation>
<Foundation>foundation_5x5</Foundation>
<Resource>
@@ -22,14 +15,10 @@
<Stone>500</Stone>
</Resource>
</Creation>
<Footprint>
<Radius>26.0</Radius>
<Height>8.0</Height>
</Footprint>
</Traits>
<Actor>structures/hellenes/special_theatre.xml</Actor>
</Entity>
@@ -1,36 +1,24 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_gaia_flora"
>
<Entity Parent="template_gaia_flora">
<Traits>
<Id>
<Internal_Only />
<Generic>Tree</Generic>
<Icon>PortraitSheetTree</Icon>
<Icon_Cell>0</Icon_Cell>
<Classes>Tree, Resource</Classes>
<Rollover>Chop these down to accumulate Wood.</Rollover>
</Id>
<MiniMap>
<Type>Wood</Type>
<Red>0</Red>
<Green>64</Green>
<Blue>0</Blue>
</MiniMap>
<Supply>
<Max>100</Max>
<Type>wood</Type>
</Supply>
</Traits>
</Entity>
@@ -2,23 +2,18 @@
<Entity Parent="template_unit">
<Traits>
<Id>
<Generic>Infantry</Generic>
<Classes>Military, Foot, Organic, CitizenSoldier, Worker</Classes>
</Id>
<Armour>
<Hack>2.0</Hack>
<Pierce>2.0</Pierce>
<Crush>2.0</Crush>
</Armour>
<Health>
<RegenRate>0.1</RegenRate>
</Health>
<Loot>
<Xp>200</Xp>
<Food>1</Food>
@@ -26,19 +21,14 @@
<Stone>1</Stone>
<Metal>1</Metal>
</Loot>
<Population>
<Rem>1</Rem>
</Population>
<Promotion>
<Req>600</Req>
</Promotion>
</Traits>
<Actions>
<Create>
<List>
<StructCiv>
@@ -62,20 +52,18 @@
</StructMil>
</List>
</Create>
<Explore />
<Gather>
<Resource>
<Food>
<Fruit>4</Fruit>
<Grain>4</Grain>
<Fruit>2</Fruit>
<Grain>2</Grain>
<Meat>3</Meat>
<Fish>6</Fish>
<Fish>3</Fish>
</Food>
<Wood>8</Wood>
<Stone>9</Stone>
<Metal>9</Metal>
<Wood>4</Wood>
<Stone>5</Stone>
<Metal>5</Metal>
</Resource>
<AffectedByAllure>true</AffectedByAllure>
<Range>1.2</Range>
@@ -86,19 +74,15 @@
<Resources />
<Xp />
</Loot>
<Repair>
<Rate>1.0</Rate>
<Speed>1000</Speed>
</Repair>
<Build>
<Rate>1.0</Rate>
<Speed>1000</Speed>
</Build>
</Actions>
<SoundGroups>
<Walk>audio/actor/human/movement/walk.xml</Walk>
<Run>audio/actor/human/movement/walk.xml</Run>
@@ -111,7 +95,6 @@
<Gather_Stone>audio/resource/mining/pickaxe.xml</Gather_Stone>
<Gather_Metal>audio/resource/mining/mining.xml</Gather_Metal>
</SoundGroups>
<Script File="scripts/entity_functions.js" />
<Event On="StartConstruction" Function="entityStartConstruction" />
</Entity>
@@ -1,18 +1,12 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_unit_mechanical_ship"
>
<Entity Parent="template_unit_mechanical_ship">
<Traits>
<Id>
<Generic>Bireme</Generic>
<Icon_Cell>39</Icon_Cell>
<Tooltip>Warship. </Tooltip>
</Id>
<Creation>
<Resource>
<Wood>250</Wood>
@@ -25,8 +19,4 @@
<Crush>250.0</Crush>
</Armour>
</Traits>
</Entity>
@@ -1,31 +1,22 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_unit_mechanical_ship"
>
<Entity Parent="template_unit_mechanical_ship">
<Traits>
<Id>
<Generic>Merchantman</Generic>
<Icon_Cell>38</Icon_Cell>
<Classes>-Military, -WarShip, Trade</Classes>
<Tooltip>Trades resources between allied docks. Garrison a Trader inside to increase trade profit.</Tooltip>
</Id>
<Creation>
<Resource>
<Wood>250</Wood>
<Metal>100</Metal>
</Resource>
</Creation>
<Armour>
<Hack>200.0</Hack>
<Pierce>130.0</Pierce>
<Crush>70.0</Crush>
<Hack>10.0</Hack>
<Pierce>10.0</Pierce>
<Crush>1.0</Crush>
</Armour>
</Traits>
</Entity>
@@ -62,14 +62,14 @@
<Gather>
<Resource>
<Food>
<Fruit>8</Fruit>
<Grain>8</Grain>
<Meat>2.5</Meat>
<Fish>6</Fish>
<Fruit>5</Fruit>
<Grain>4</Grain>
<Meat>1</Meat>
<Fish>2</Fish>
</Food>
<Wood>4</Wood>
<Metal>2</Metal>
<Stone>2</Stone>
<Wood>2</Wood>
<Metal>1</Metal>
<Stone>1</Stone>
</Resource>
<Range>2.0</Range>
<Speed>3000</Speed>
@@ -3,6 +3,7 @@
<Entity Parent="template_unit_hero_ranged">
<Traits>
<Id>
<Icon_Cell>44</Icon_Cell>
<Specific>Boudicca</Specific>
<Civ>Celts</Civ>
<History>Ammianus Marcellinus described how difficult it would be for a band of foreigners to deal with a Celt if he called in the help of his wife. For she was stronger than he was and could rain blows and kicks upon the assailants equal in force to the shots of a catapult. Boudicca, queen of the Iceni, was said to be 'very tall and terrifying in appearance; her voice was very harsh and a great mass of red hair fell over her shoulders. She wore a tunic of many colours over which a thick cloak was fastened by a brooch.</History>
@@ -3,6 +3,7 @@
<Entity Parent="template_unit_hero">
<Traits>
<Id>
<Icon_Cell>29</Icon_Cell>
<Specific>Brennus</Specific>
<Civ>Celts</Civ>
<History>Brennus is the name which the Roman historians give to the famous leader of the Gauls who took Rome in the time of Camillus. According to Geoffrey, the brothers invaded Gaul and sacked Rome in 390 B.C., "proving" that Britons had conquered Rome, the greatest civilization in the world, long before Rome conquered the Britons. We know from many ancient sources which predate Geoffrey that Rome was indeed sacked in 390 B.C., and that the raid was led by a man named Brennus, but he and his invading horde were Gallic, not British. In this episode several features of Geoffrey's editing method can be seen: he modified the historical Brennus, created the brother Belinus, borrowed the Gallic invasion, but omitted the parts where the Gauls seemed weak or foolish. His technique is both additive and subtractive. Like the tale of Trojan origin, the story of the sack of Rome is not pure fabrication; it is a creative rearrangement of the available facts, with details added as necessary. By virtue of their historical association, Beli and Bran are often muddled with the earlier brothers Belinus and Brennus (the sons of Porrex) who contended for power in northern Britain in around 390 BC, and were regarded as gods in old Celtic tradition.</History>
@@ -2,13 +2,10 @@
<Entity Parent="template_unit_hero">
<Traits>
<Id>
<Icon_Cell>30</Icon_Cell>
<Specific>Britomartus</Specific>
<Civ>Celts</Civ>
<History> The story of how Marcus Claudius Marcellus killed a Gallic leader at Clastidium (222 BC) is typical of such encounters. Advancing with a smallish army, Marcellus met a combined force of Insubrian Gauls and Gaesatae at Clastidium. The Gallic army advanced with the usual rush and terrifying cries, and their king, Britomartus, picking out Marcellus by means of his badges of rank, made for him, shouting a challenge and brandishing his spear. Britomartus was an outstanding figure not only for his size but also for his adornments; for he was resplendent in bright colours and his armour shone with gold and silver. This armour, thought Marcellus, would be a fitting offering to the gods. He charged the Gaul, pierced his bright breastplate and cast him to the ground. It was an easy task to kill Britomartus and strip him of his armour.</History>
<Tooltip>Hero Aura: Gathering rates increased during his lifetime.</Tooltip>
</Id>
@@ -3,6 +3,7 @@
<Entity Parent="template_unit_hero">
<Traits>
<Id>
<Icon_Cell>45</Icon_Cell>
<Specific>Caratacos</Specific>
<Civ>Celts</Civ>
<History>Caratacos's name is better known in its Romanized form, Caratacus. Under this name he is remembered as a fierce defender of Britain against the Romans after their invasion in 43 AD. Son of King Cynvelin of the Catuvellauni tribe, Caratacos fought for nine years against the Romans with little success, eventually fleeing to the tribes in Wales, where he was defeated decisively. Finally he entered Northern Britain, where was handed over to the Romans. Taken to Rome, Caratacos was allowed to live by the Emperor Claudius and died in Italy.</History>
@@ -3,10 +3,9 @@
<Entity Parent="template_unit_hero">
<Traits>
<Id>
<Icon_Cell>46</Icon_Cell>
<Specific>Cynvelin</Specific>
<Civ>Celts</Civ>
<History>Cynvelin was a powerful ruler centered in the territory around modern day London. Ruling the Catuvellauni from Camulodunum, he was a warrior king who conquered a neighboring tribe and was referred to by the Romans as the King of the Britons. Eventually Cynvelin retired to become the arch-druid of Siluria, but was taken to Rome with his son upon Caratacoss capture. According to legend, the Apostle Paul baptized Cynvelin into Christianity before he died in Italy.</History>
<Tooltip>Hero Aura: Has a large and powerful Healing Aura, only useful when idle.</Tooltip>
</Id>
@@ -3,6 +3,7 @@
<Entity Parent="template_unit_hero_cavalry">
<Traits>
<Id>
<Icon_Cell>31</Icon_Cell>
<Specific>Vercingetorix</Specific>
<Civ>Celts</Civ>
<History>The most famous of all Celts, Vercingetorix lead the rebelling Gallic tribes against the might of Rome and Julius Caesars veteran army in 54 BC. Although successful in defeating several Roman forces, Vercingetorix was unable to defeat Caesar, who eventually surrounded the Celtic leaders in the town of Alesia along with 100,000 men. When a relief army arrived to lift the epic siege, the Romans were out numbered 7 to 1 but still defeated the Celts. Vercingetorix surrendered and was executed.</History>
@@ -1,20 +1,17 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_unit_mechanical_ship_merchant"
>
<Entity Parent="template_unit_mechanical_ship_merchant">
<Traits>
<Id>
<Specific>Currach</Specific>
<Civ>Celts</Civ>
<History>These very small boats were used mainly for fishing, but they were also used to transport goods and personnel. The shell is wickerwork, covered with animal hides. Now they are exclusive to Ireland. They do not have a keel, but are able to ride large ocean waves and navigate up shallow rivers. First written account was by Julius Caesar in 100 BC. There were rumours of larger hide boats, but they were not documented with any solid proof.</History>
</Id>
<Footprint>
<Width>6.0</Width>
<Depth>12.0</Depth>
<Height>6.0</Height>
</Footprint>
</Traits>
<Actor>structures/celts/merchant.xml</Actor>
</Entity>
@@ -3,13 +3,17 @@
<Entity Parent="template_unit_mechanical_ship_trireme">
<Traits>
<Id>
<Icon_Cell>39</Icon_Cell>
<Specific>Venetic Ponti</Specific>
<Civ>Celts</Civ>
<History>The ships of Gaul were described by Julias Caesar as: flat bottoms to ride the shallows, exceptionally high bows and sterns, hulls were made entirely of oak, the foot wide cross-timbers were fastened with iron bolts as thick as a mans thumb, sails of raw hides or thin leather, adapted for sailing treacherous and stormy waters of the north atlantic. Caesar could not injure them by ramming because they were so solidly built, and their height made it difficult to reach them with missiles or board them with grappling irons.</History>
<Tooltip>Massive ship that can transport soldiers far across the sea.</Tooltip>
<Tooltip>A massive ship that can transport soldiers far across the sea.</Tooltip>
</Id>
<Footprint>
<Width>7.0</Width>
<Depth>18.0</Depth>
<Height>8.0</Height>
</Footprint>
</Traits>
<Actor>structures/celts/trireme.xml</Actor>
</Entity>
@@ -3,7 +3,8 @@
<Entity Parent="template_unit_super_ranged">
<Traits>
<Id>
<Specific>Briton Carbanto</Specific>
<Icon_Cell>41</Icon_Cell>
<Specific>Brythonic Carbanto</Specific>
<Civ>Celts</Civ>
<History>The Britons were one of the last European peoples to use two-horse chariots in combat. They had two iron-rimmed wheels and a flat riding platform that typically carried a driver and a warrior. Useless as shock weapons against tightly packed troops, they were useful for running down individual soldiers and as a stable mount to launch javelins from. The heads of defeated opponents often adorned the chassis to show the warriors prowess.</History>
<Tooltip>Bonus vs. Infantry. High trample damage.</Tooltip>
@@ -16,7 +17,7 @@
</Health>
<Footprint>
<Width>1.0</Width>
<Depth>8.0</Depth>
<Depth>7.0</Depth>
<Height>5.0</Height>
</Footprint>
<Stamina>
@@ -24,8 +25,8 @@
</Stamina>
<Auras>
<Trample>
<Radius>4</Radius>
<Speed>800</Speed>
<Radius>5</Radius>
<Speed>500</Speed>
<Duration>1</Duration>
<Crush>20.0</Crush>
<Hack>25.0</Hack>
@@ -33,7 +34,7 @@
<r>1.0</r>
<g>0.1</g>
<b>0.2</b>
<a>0.05</a>
<a>0.1</a>
</Trample>
</Auras>
<Creation>
@@ -1,16 +1,10 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_unit_super_cavalry"
>
<Entity Parent="template_unit_super_cavalry">
<Traits>
<Id>
<Specific>Gallic Brihent</Specific>
<Civ>Celts</Civ>
<History>In Gaul we know of heavy cavalry, possibly predecessors to later knights. They used a Celtic lance overhand, a good shield, and wore good armor. Vercingetorix was famous for having a number of them, but their use long precedes him. Heavy Celtic horsemen are found in graves as early as the 600s, with scale coats. Later, with the advent of mail, their armor would largely change to this. They would be experienced, aristocratic or noblemen, or their retainers equipped in kind. Each man would probably have several personal attendants. Some would be powerful noblemen, such as chiefs and kings. In battle, they would be on par with much of the best heavy cavalry in western Europe, due to superior armor, such as mail armor with additional layers of mail over the vital organs, weapons such as high-quality iron spearheads, swords, and a thong of javelins, giving them versatility, and years of experience and training. Their historical use saw them capable of breaking even well-defended positions, or acting to great effect in flanking manuevers.</History>
<Tooltip>Bonus vs. Ranged Units.</Tooltip>
</Id>
@@ -28,7 +22,5 @@
</Run>
</Move>
</Actions>
<Actor>units/celts/super_unit_2.xml</Actor>
</Entity>
@@ -3,10 +3,11 @@
<Entity Parent="template_unit_super_infantry">
<Traits>
<Id>
<Specific>Delamokludda</Specific>
<Icon_Cell>40</Icon_Cell>
<Specific>Brythonic Delamokludda</Specific>
<Civ>Celts</Civ>
<History>Two-handed swordsmen from Briton.</History>
<Tooltip>Bonus vs. Spear Units.</Tooltip>
<History>Two-handed swordsmen from Briton. These men are veteran soldiers who offer their lives in service to their Brythonic lords.</History>
<Tooltip>Bonus vs. All Spear Units (infantry and cavalry).</Tooltip>
</Id>
<Creation>
<Resource>
@@ -3,8 +3,8 @@
<Entity Parent="template_unit_super_infantry">
<Traits>
<Id>
<Specific></Specific>
<Civ>Celts</Civ>
<Specific>Gallic Neitos</Specific>
<Civ>Gallic Celts</Civ>
<History>The sword among Celts varies in reputation and commonality. Shortswords, essentially truly just long, broad-bladed daggers, were common, but cheaply made, and most likely the swords refered to as bending after a hard strike, and needing bent back into place. The iron construction of longswords, such as used here, was greatly superior, but also much more expensive. The longsword was primarily a weapon of aristocracy and experienced professional soldiers, who could either afford the weapon, have it made for them by their lord as a reward for service, passed down to them by family, or looted from the field.</History>
<Tooltip>Bonus vs. Spearmen and Cavalry.</Tooltip>
</Id>
@@ -34,6 +34,5 @@
</Run>
</Move>
</Actions>
<Actor>units/celts/super_unit_1.xml</Actor>
</Entity>
@@ -3,8 +3,8 @@
<Entity Parent="template_unit_hero_cavalry">
<Traits>
<Id>
<Icon_Cell>30</Icon_Cell>
<Specific>Alexander</Specific>
<Icon_Cell>30</Icon_Cell>
<Specific>Alexander</Specific>
<Civ>Hellenes</Civ>
<History>The most powerful hero of them all - son of Philip II, king of Macedonia (336 BC - 323 BC). After conquering the rest of the Thracians and quelling the unrest of the Greeks, Alexander embarked on a world-conquest march. Defeating the Persian forces at Granicus (334 BC), Issus (333 BC) and Gaugamela (331 BC), he became master of the Persian Empire. Entering India, he defeated king Porus at Hydaspes (326 BC), but his weary troops made him halt. Died in Babylon at the age of 33 while planning a campaign against Arabia.</History>
<Tooltip>Hero Aura: Increased Cavalry and Super Cavalry Attack and Speed. "Herocide" attack bonus vs. enemy Heroes.</Tooltip>
@@ -3,7 +3,7 @@
<Entity Parent="template_unit_hero_cavalry">
<Traits>
<Id>
<Icon_Cell>31</Icon_Cell>
<Icon_Cell>31</Icon_Cell>
<Specific>Philip II</Specific>
<Civ>Hellenes</Civ>
<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>
@@ -1,18 +1,11 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_unit_mechanical_ship_bireme"
>
<Entity Parent="template_unit_mechanical_ship_bireme">
<Traits>
<Id>
<Specific>Pentekontor</Specific>
<Civ>Hellenes</Civ>
<History>Pentekontors were employed from 800 BC, mostly as a light support unit in the Greek navy. After 600 BC, they were only seen in battle in very limited numbers. They were still in use by small states which could not afford a sufficient number of triremes for their navy.</History>
</Id>
<Footprint>
<Width>6.0</Width>
@@ -20,23 +13,16 @@
<Height>8.0</Height>
</Footprint>
</Traits>
<Actions>
<Move>
<Speed>20.0</Speed>
<TurningRadius>10.0</TurningRadius>
<Run>
<Speed>30.0</Speed>
<Range>1200.0</Range>
<RangeMin>20.0</RangeMin>
</Run>
</Move>
</Actions>
<Actor>structures/hellenes/bireme.xml</Actor>
</Entity>
@@ -1,38 +1,23 @@
<?xml version="1.0" encoding="iso-8859-1" standalone="no"?>
<Entity
Parent="template_unit_mechanical_ship_trireme"
>
<Entity Parent="template_unit_mechanical_ship_trireme">
<Traits>
<Id>
<Specific>Trireme</Specific>
<Civ>Hellenes</Civ>
<History>The first Triremes were built circa 650BC, and by 500BC the Trireme was the most widely used heavy warship of the Greek city-states. In the Trireme the outriggers were now an integral part of the ship's hull. The Trireme also had a partial or full fighting deck above the rowers. The length of the Trireme remained approximately 35-38 meters, and the beam was approximately 3.5 metres. A Trireme carried 170 oarsmen, plus twenty sailors and fourteen marines in Greek navies. The top speed of a Trireme was approximately 11.5 knots. Some Triremes may have been able to reach higher speeds in short bursts. A Trireme travelling from Athens to Mitylene in 427BC made the 350 kilometre trip in only 24 hours, averaging eight knots (14.6 km/h). The Trireme could accelerate much faster than a Bireme or Penteconter, and was much more manoeuvrable. This gave the Trireme an advantage in combat, where higher speed and manoeuvrability meant a better chance of victory.</History>
</Id>
</Traits>
<Actions>
<Move>
<Speed>18.0</Speed>
<TurningRadius>12.0</TurningRadius>
<Run>
<Speed>35.0</Speed>
<Range>1200.0</Range>
<RangeMin>20.0</RangeMin>
</Run>
</Move>
</Actions>
<Actor>structures/hellenes/trireme.xml</Actor>
</Entity>
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@@ -11,6 +11,6 @@
<player name="Hyborian" rgb="50 170 170"/> <!-- turquoise -->
<player name="Ykkrosh" rgb="160 80 200"/> <!-- purple -->
<player name="Pyrolink" rgb="235 120 20"/> <!-- orange -->
<player name="Vaevictus_Music" rgb="2 2 2"/> <!-- black -->
<player name="Vaevictus_Music" rgb="64 64 64"/> <!-- charcoal -->
</players>