Differential D2595 Diff 11162 binaries/data/mods/public/simulation/templates/template_unit_elephant.xml
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binaries/data/mods/public/simulation/templates/template_unit_elephant.xml
- This file was added.
Property | Old Value | New Value |
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svn:eol-style | null | native \ No newline at end of property |
svn:mime-type | null | text/xml \ No newline at end of property |
<?xml version="1.0" encoding="utf-8"?> | |||||
<Entity parent="template_unit"> | |||||
<Attack> | |||||
<Slaughter> | |||||
<Damage> | |||||
<Hack>100</Hack> | |||||
<Pierce>0</Pierce> | |||||
<Crush>0</Crush> | |||||
</Damage> | |||||
<MaxRange>2</MaxRange> | |||||
</Slaughter> | |||||
</Attack> | |||||
<Cost> | |||||
<Population>1</Population> | |||||
<BuildTime>15</BuildTime> | |||||
<Resources> | |||||
<food>200</food> | |||||
<wood>80</wood> | |||||
<metal>20</metal> | |||||
</Resources> | |||||
</Cost> | |||||
<Footprint replace=""> | |||||
<Circle radius="3.5"/> | |||||
<Height>8.0</Height> | |||||
</Footprint> | |||||
<Health> | |||||
<Max>200</Max> | |||||
</Health> | |||||
<Identity> | |||||
<Classes datatype="tokens">Human CitizenSoldier</Classes> | |||||
<VisibleClasses datatype="tokens">Citizen Soldier Elephant</VisibleClasses> | |||||
<GenericName>War Elephant</GenericName> | |||||
<Rank>Basic</Rank> | |||||
<Formations datatype="tokens"> | |||||
special/formations/wedge | |||||
bb: Well you are probably the expert: where elephant able to walk in formation at all? Maybe it is… | |||||
NescioAuthorUnsubmitted Done Inline ActionsYes, previously elephant archers inherited from template_unit_cavalry_ranged_archer, hence the Wedge formation. I agree removing it does make sense, though wouldn't that be a “gameplay” change? Nescio: Yes, previously elephant archers inherited from `template_unit_cavalry_ranged_archer`, hence… | |||||
</Formations> | |||||
</Identity> | |||||
<Loot> | |||||
<xp>260</xp> | |||||
<food>25</food> | |||||
<wood>10</wood> | |||||
<stone>0</stone> | |||||
<metal>5</metal> | |||||
</Loot> | |||||
<Position> | |||||
<Anchor>pitch</Anchor> | |||||
</Position> | |||||
<Promotion> | |||||
<RequiredXp>150</RequiredXp> | |||||
</Promotion> | |||||
<Selectable> | |||||
<Overlay> | |||||
<Texture> | |||||
<MainTexture>circle/256x256.png</MainTexture> | |||||
<MainTextureMask>circle/256x256_mask.png</MainTextureMask> | |||||
</Texture> | |||||
</Overlay> | |||||
</Selectable> | |||||
<Sound> | |||||
<SoundGroups> | |||||
<select>actor/fauna/animal/elephant_select.xml</select> | |||||
<order_walk>actor/fauna/animal/elephant_order.xml</order_walk> | |||||
<order_attack>actor/fauna/animal/elephant_attack_order.xml</order_attack> | |||||
<order_gather>voice/{lang}/civ/civ_{phenotype}_gather.xml</order_gather> | |||||
<order_garrison>voice/{lang}/civ/civ_{phenotype}_garrison.xml</order_garrison> | |||||
<walk>actor/mounted/movement/walk.xml</walk> | |||||
<run>actor/mounted/movement/walk.xml</run> | |||||
<attack_impact_ranged>attack/impact/arrow_impact.xml</attack_impact_ranged> | |||||
<attack_melee>attack/weapon/sword_attack.xml</attack_melee> | |||||
<attack_ranged>attack/weapon/bow_attack.xml</attack_ranged> | |||||
SilierUnsubmitted Not Done Inline Actionsattack_ranged and attack_impact_ranged are specific sounds for weapon types so should be moved to specific templates _archer, _slinger, _javelinist (if they exist) Silier: attack_ranged and attack_impact_ranged are specific sounds for weapon types so should be moved… | |||||
NescioAuthorUnsubmitted Done Inline ActionsThey are listed here for consistency, because they are present in: template_unit_cavalry.xml template_unit_champion.xml template_unit_hero.xml template_unit_infanry.xml Nescio: They are listed here for consistency, because they are present in:
```
template_unit_cavalry. | |||||
bbUnsubmitted Not Done Inline Actionsrefs secondary attacks probably, these things should then be renamed to attack_bow and such. For now meh bb: refs secondary attacks probably, these things should then be renamed to `attack_bow` and such. | |||||
<death>actor/fauna/animal/elephant_death.xml</death> | |||||
<trained>actor/fauna/animal/elephant_trained.xml</trained> | |||||
</SoundGroups> | |||||
</Sound> | |||||
<StatusBars> | |||||
<HeightOffset>6.5</HeightOffset> | |||||
</StatusBars> | |||||
<UnitMotion> | |||||
<PassabilityClass>large</PassabilityClass> | |||||
</UnitMotion> | |||||
<Vision> | |||||
<Range>92</Range> | |||||
</Vision> | |||||
</Entity> |
Wildfire Games · Phabricator
Well you are probably the expert: where elephant able to walk in formation at all? Maybe it is good to keep the standard formations, but wedge formation sounds odd