View Full Version : [MODCOMP] Flavoured Units
SadoMacho Mar 10, 2007, 03:23 PM I have started making a MODCOMP with flavoured units for RFCW.
Phase 1
Flavoured units from the warlords scenarios will be added.
(completed)
http://forums.civfanatics.com/downloads.php?do=file&id=4355
Phase 2
More flavoured units from the file DB will be added for all civilizations. This is going to take a long will because I am not the greatest MOD writter and I don't have a lot of time to write MODs.
(started)
Phase 3
Adding of a 2nd UU for all Civs.
(Will start if I ever complete fase 2)
kairob Mar 10, 2007, 03:50 PM this is for 1.43 right?
SadoMacho Mar 10, 2007, 03:54 PM yes it is.
Gunner Mar 10, 2007, 04:02 PM Hey sounds great!
One little thing though, its spelled phase, not fase ;)
SadoMacho Mar 11, 2007, 03:18 AM It is spelled fase in Dutch, but I'll change it.
Talkie_Toaster Mar 11, 2007, 05:00 AM Yays!! Will you be including the "Ethnically Diverse Units" mod in this?
If so, Huzzah!
Plus, do you need any help? I can do basic XML, or simply test it if you want...
SadoMacho Mar 11, 2007, 05:03 AM @Rhye:
I have created some arab flavoured units, but on start-up of Arabia, they get the standard units form CIV, but can build the flavoured units. Obselete units can be upgraded to flavoured units too.
I was looking in your Python-file and found
def createAdditionalUnits( self, iCiv, tPlot ):
...
f (iCiv == iArabia):
utils.makeUnit(con.iLongbowman, iCiv, tPlot, 2)
utils.makeUnit(con.iArabiaCamelarcher, iCiv, tPlot, 4)
....
and
def createStartingUnits( self, iCiv, tPlot ):
...
if (iCiv == iArabia):
utils.makeUnit(con.iSettler, iCiv, tPlot, 3)
utils.makeUnit(con.iLongbowman, iCiv, tPlot, 4)
utils.makeUnit(con.iSwordsman, iCiv, tPlot, 2)
utils.makeUnit(con.iArabiaCamelarcher, iCiv, tPlot, 5)
...
So, I made the Arabian longbowman (<Type>UNIT_ARABIAN_LONGBOWMAN</Type> in XML)
Can I change con.iLongbowman to con.iArabian_Longbowman, or do I need to define this somewhere else?
Talkie_Toaster Mar 11, 2007, 05:08 AM Guess not then...:(
Ah, well, I still look forward to it's release! :D
SadoMacho Mar 11, 2007, 05:12 AM sorry, mist you post, as I was posting myself.
I am not good as modwriter, so it is hard for me to split up the jobs, so I will try to do as must as possible myself. I'll ask some help from time to time.
I'll check out the "Ethnically Diverse Units" mod
got a link?
Talkie_Toaster Mar 11, 2007, 01:07 PM There (http://forums.civfanatics.com/showthread.php?t=167435) you go.
LuKo Mar 11, 2007, 01:11 PM SadoMacho- you will only change units graphics? (I think that strength of unit should be changed too- Germany should have very strong infantry, etc)
Talkie_Toaster Mar 11, 2007, 02:03 PM if he adds Ethnic units, then what'll basically happen is that every unit will be a UU ^_^
kairob Mar 11, 2007, 02:05 PM Thats not necesserally a bad direction...
Talkie_Toaster Mar 11, 2007, 02:08 PM I didn't say it was, hence the ^_^
Vishaing Mar 11, 2007, 02:14 PM Units are defind based on their indeces in the xml files. (So add all of your new units at the very end)
These indeces are converted into the "iLongbowman" format in the Consts.py file. Units begin around line 599, so you will need to define them there, or just plug the index right into the function, but I am not sure if that will work, so I would redefine the new constants.
Good luck on this project! If you can finish it and get me a copy I can merge it into RFC++, because otherwise I modify some of the unit files, so it would be one or the other.
SadoMacho Mar 11, 2007, 02:14 PM I am not changing the stats of units. A swordsman will allways have attack 6 and +10% city attack, it will just look different. And not all civs will have a different look for there units. I will work with cultural groups.
Psycadelic_Magi Mar 11, 2007, 03:27 PM I would say there's no point spending ages compiling a list yourself; I would just add all the units from the ethnically diverse units mod (it is an exellent mod, and 2 of the units were based on my ideas! ^_^); and then add or remove units afterwards. we dont want to wait all year lol
If not ill have to find a way to add the units myself :) and dont make me do that, ill probably make my computer eat itself
Psycadelic_Magi Mar 11, 2007, 03:29 PM Oh and a distinction is made between 'Flavour Units' and 'Unique Units', since only unique units are statistically different to the firaxis ones.
LuKo Mar 11, 2007, 03:43 PM In normal game power of armies have to be balanced but in RFC not. Probably when there will be flavoured units for RFCW version 1.50(?) I'll try to change their power :)
SadoMacho Mar 11, 2007, 05:02 PM I'm bussy adding units from the ethnically diverse units mod but more units will be needed. I needed to look in Rhye's Python code to, so civs start out with the flavoured units too (it works, BTW) and to give the barbs the FU. 2nd UU will be added later.
Vishaing Mar 11, 2007, 08:18 PM Did you see my previous post?
Units are defind based on their indeces in the xml files. (So add all of your new units at the very end)
These indeces are converted into the "iLongbowman" format in the Consts.py file. Units begin around line 599, so you will need to define them there, or just plug the index right into the function, but I am not sure if that will work, so I would redefine the new constants.
Good luck on this project! If you can finish it and get me a copy I can merge it into RFC++, because otherwise I modify some of the unit files, so it would be one or the other.
SadoMacho Mar 12, 2007, 03:10 AM yes, Thx for the help.
Talkie_Toaster Mar 12, 2007, 12:10 PM How's this coming along?
SadoMacho Mar 12, 2007, 12:16 PM A lot of ancient and medieval units added, I have given India a new unique unit, the Vedic War Elephant (a cheap war elephant with +25% vs. melee units). I'm having some trouble with the flavoured settlers.
Talkie_Toaster Mar 12, 2007, 12:20 PM cool. Whjat's up with the settlers?
Are you using the Ethnically diverse units mod?
SadoMacho Mar 12, 2007, 02:25 PM yes, I'm using the MOD, but when I entered the settlers, I couldn't enter the civilopedia and when I started a game I got the end of history ending. Maybe I made a mistake in the Python code, so I will try to add them later. I think by the end of the month the component might be finish.
How do you like the New Indian UU.
(Vedic War Elephant = regular WE but only 50 hammer and +25% vs. melee)
Other ideas?
McA123 Mar 12, 2007, 03:17 PM Definitely better than the fast worker.
SadoMacho Mar 19, 2007, 06:19 AM I have been thinking about changing the Quechua (Incan UU).
It would replace the swordsman like the Jaguar warrior does for the Aztecs.
It would be:
Quechua (relpace swordsman)
attack : 5; cost : 32; tech : bronze working; +10% city attack
does not need iron
promotion I or move : 2 (not sure about this)
The civilopedia says that the Quechua warrior was a fast city raider (like the swordsman in civ is) and that it was used to conquer the Incan Empire, so I'd like to change this.
Thoughts?
@Rhye: I want your blessing, as it still is your MOD.
SadoMacho Mar 19, 2007, 08:40 AM I seem to have run into some troubles. I can't add no more units into the CIV4UnitInfos.xml file. It is 993kB big. Is there a max size for these files and if there is, can i put more units in a new file?
Talkie_Toaster Mar 21, 2007, 08:51 AM I really couldn't say :(
Have you tried adding a "CIV4UnitInfos_Something.xml" file? I've seen them but I have no idea if it'll work.
SadoMacho Mar 31, 2007, 05:22 AM And here it is. It should work with the newest version for Warlords (145)
http://forums.civfanatics.com/uploads/98114/RFCW-FU.rar
If there is going to be a RFC/BtS I am thinking of making a 2nd UU and flavoured barbarians MODCOMP, but not a full Flavoured Units Comp, as I couldn't finnish this one.
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