View Full Version : [SDK Request] Diverse Great Generals
Houman Sep 25, 2006, 05:12 PM Hello,
Do you remember the Generals in Civ 3? You have received generals that were appropriate for your civ and not some random generals from all over the world.
I tried already to solve this by replicating the Great General in XML like Greek_Great_General, Persian_Great_General etc and have given them unique look and most important unique names. In Civilization.xml file I have then assigned the new generals to each civ. Like everything else if the general should appear it should take the UU rather than the comon general.
However this seems not to be working. The generals that are produced still come up from the main generals XML and not from the unique ones.
I suppose there is no way around to do that in SDK. Any one interested in this project?
Regards
Houman
NeverMind Sep 26, 2006, 10:06 AM I dont think it's SDK issue, Houman. Unique Russian generals work fine in my mod, as well as other unique GP.
Everything is done in xml:
1) Added UNIT_GREAT_GENERAL_RUS in CIV4UnitInfos (a changed copy of UNIT_GREAT_GENERAL)
<UnitInfo>
<Class>UNITCLASS_GREAT_GENERAL</Class>
<Type>UNIT_GREAT_GENERAL_RUS</Type>
<UniqueNames>
<UniqueName>TXT_KEY_GPRUS_GENERAL_01</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_02</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_03</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_04</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_05</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_06</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_07</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_08</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_09</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_10</UniqueName>
</UniqueNames>
<Special>SPECIALUNIT_PEOPLE</Special>
<Capture>NONE</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
<Civilopedia>TXT_KEY_CONCEPT_GREAT_GENERALS_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_GREAT_GENERAL_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_GENERAL</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples>
<GreatPeople>
<GreatPeopleType>SPECIALIST_GREAT_GENERAL</GreatPeopleType>
<bGreatPeople>1</bGreatPeople>
</GreatPeople>
</GreatPeoples>
<Buildings/>
<ForceBuildings>
<ForceBuilding>
<BuildingType>BUILDING_MILITARY_ACADEMY</BuildingType>
<bForceBuilding>1</bForceBuilding>
</ForceBuilding>
</ForceBuildings>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>0</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.25</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WARLORD_ANCIENT</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_WARLORD_MODERN</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_WARLORD_MEDIEVAL</MiddleArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/GreatEngineer.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,5,10</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
<iLeaderExperience>20</iLeaderExperience>
</UnitInfo>
2) Added entry fo UU in CIV4CivilizationInfos
<Units>
<Unit>
<UnitClassType>UNITCLASS_CAVALRY</UnitClassType>
<UnitType>UNIT_RUSSIA_COSSACK</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GREAT_GENERAL</UnitClassType>
<UnitType>UNIT_GREAT_GENERAL_RUS</UnitType>
</Unit>
</Units>
3. Generals' names added in a text xml file. That's all.
Houman Sep 26, 2006, 10:41 AM This is weird. I have the same thing in Realism Mod. Are you sure you get Russian names for the Great Generals as defined in and not the normal Great Generals names?
<Type>UNIT_GREAT_GENERAL_RUS</Type>
<UniqueNames>
<UniqueName>TXT_KEY_GPRUS_GENERAL_01</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_02</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_03</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_04</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_05</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_06</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_07</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_08</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_09</UniqueName>
<UniqueName>TXT_KEY_GPRUS_GENERAL_10</UniqueName>
</UniqueNames>
Thanks
Houman
Houman Sep 26, 2006, 02:11 PM <UnitInfo>
<Class>UNITCLASS_GREAT_GENERAL</Class>
<Type>UNIT_ROMAN_GREAT_GENERAL</Type>
<UniqueNames>
<UniqueName>Pompey the Triumvir</UniqueName>
<UniqueName>Gaius Marius</UniqueName>
<UniqueName>Scipio Africanus</UniqueName>
<UniqueName>Belisarius</UniqueName>
</UniqueNames>
<Special>SPECIALUNIT_PEOPLE</Special>
<Capture>NONE</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
<Civilopedia>TXT_KEY_CONCEPT_GREAT_GENERALS_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_GREAT_GENERAL_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_GENERAL</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples>
<GreatPeople>
<GreatPeopleType>SPECIALIST_GREAT_GENERAL</GreatPeopleType>
<bGreatPeople>1</bGreatPeople>
</GreatPeople>
</GreatPeoples>
<Buildings/>
<ForceBuildings>
<ForceBuilding>
<BuildingType>BUILDING_MILITARY_ACADEMY</BuildingType>
<bForceBuilding>1</bForceBuilding>
</ForceBuilding>
</ForceBuildings>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>0</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.25</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_ROMAN_GENERAL</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_WARLORD_MODERN</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_WARLORD_MEDIEVAL</MiddleArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/GreatEngineer.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,5,10</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_MEDIC2</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
<iLeaderExperience>20</iLeaderExperience>
</UnitInfo>
CivilizationInfo:
<Unit>
<UnitClassType>UNITCLASS_GREAT_GENERAL</UnitClassType>
<UnitType>UNIT_ROMAN_GREAT_GENERAL</UnitType>
</Unit>
What I receive as general is the general one:
<UnitInfo>
<Class>UNITCLASS_GREAT_GENERAL</Class>
<Type>UNIT_GREAT_GENERAL</Type>
<UniqueNames>
<UniqueName>Vercingetorix</UniqueName>
<UniqueName>Theodoric I the Visigoths</UniqueName>
<UniqueName>Attila the Hun</UniqueName>
<UniqueName>Harald III Hardrada</UniqueName>
<UniqueName>Theodoric I the Great</UniqueName>
<UniqueName>Clovis I</UniqueName>
<UniqueName>Geiseric the Lame</UniqueName>
<UniqueName>Zahir-ud-din Mohammad Babur</UniqueName>
<UniqueName>Odoacer</UniqueName>
</UniqueNames>
<Special>SPECIALUNIT_PEOPLE</Special>
<Capture>NONE</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
<Civilopedia>TXT_KEY_CONCEPT_GREAT_GENERALS_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_GREAT_GENERAL_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_GENERAL</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples>
<GreatPeople>
<GreatPeopleType>SPECIALIST_GREAT_GENERAL</GreatPeopleType>
<bGreatPeople>1</bGreatPeople>
</GreatPeople>
</GreatPeoples>
<Buildings/>
<ForceBuildings>
<ForceBuilding>
<BuildingType>BUILDING_MILITARY_ACADEMY</BuildingType>
<bForceBuilding>1</bForceBuilding>
</ForceBuilding>
</ForceBuildings>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>0</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.25</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_BARBAR_AXEMAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_WARLORD_MODERN</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_WARLORD_MEDIEVAL</MiddleArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/GreatEngineer.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,5,10</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_MEDIC2</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
<iLeaderExperience>20</iLeaderExperience>
</UnitInfo>
Why? :sad:
Splinter13 Sep 26, 2006, 02:31 PM It could be with your Art Define tag :
<EarlyArtDefineTag>ART_DEF_UNIT_ROMAN_GENERAL</EarlyArtDefineTag>
Have you changed your Civ4ArtDefines_Unit.xml file?
Houman Sep 26, 2006, 03:23 PM Oh yes its there... :|
Splinter13 Sep 26, 2006, 04:47 PM Oh yes its there... :|
hehe, glad I could help :D
:dance:
Good luck with the rest :)
Houman Sep 27, 2006, 03:05 AM :D aehhmm I mean yeah the art file is there. I really don't know why it is still broken. :( I need more feedback from comunity in this case. tough nut this one...
But thanks though...
Ploeperpengel Sep 28, 2006, 12:34 AM I can't notice any error. But maybe try using txt_key_references instead of direct text. That's the only difference I can notice here - though I would think this should work normally...
I doubt much it's the artdefines. If anything is wrong with that you normally get crashes and not different models.
Houman Sep 28, 2006, 03:05 AM I am wondering if anyone succeeded in making Great Generals in Warlords actually Unique Units for Civilizations....I suppose the General General feature in Warlords by passes the XML in usual sense, otherwise I don't have any explanation for that.
NeverMind Sep 29, 2006, 05:12 AM Houman, I did check savegames of my mod and...oops, I was wrong about genearals. I use different name-list for Russian generals, and sometimes it works, but more frequently the game uses names from the main list. Even more strange - sometimes unique russian names used for other civ generals! :confused:
By the way, other civ-specific GP (Artists, Prophets...) work correct.
Houman Sep 29, 2006, 05:18 AM damn, I knew they have screwed it up in SDK. Yeah GPs are working fine because they didn;t touch them. But the code of new generals isn't clean. Maybe we should report this to Firaxis so they can fix it in the next patch.
In the meanwhile an Idea, what if we gt rid of unique names in XML and use the Python Unique Name generator (which actually makes a difference between the Civs and generate ethnical diverse names according to the civ). In That case at least the names are realistic.
I wished someone could fix that...
Ploeperpengel Oct 24, 2006, 01:13 PM Damn, I wished you would have reported it. Alexman just told me they weren't aware of that issue and now it's to late for the upcoming patch.
Now please you SDK wizards out there help fixing this one, please!
Houman Oct 24, 2006, 02:55 PM Ploeperpengel,
Our Team has solved it. Check out for the user Mexico. He has published this Mod Component for everyone. It is still loads of work to do. Right now we are implementing about 300 unique Great people into the upcoming Warlords Total Realism Mod. ;)
Ploeperpengel Oct 24, 2006, 04:37 PM Ploeperpengel,
Our Team has solved it. Check out for the user Mexico. He has published this Mod Component for everyone. It is still loads of work to do. Right now we are implementing about 300 unique Great people into the upcoming Warlords Total Realism Mod. ;)
Great! that's good news:) thx for the info. And 300 GPs?!:eek: I take that as proof Lopez isn't the only bot on forum:D Good luck!
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