View Full Version : General help with my personal mod.


say1988
Jun 12, 2007, 09:29 PM
FIrst, an overview of what i am doing:
I am adding an additional UU to each faction in Warlords (maybe more than one if I feel like it/have ideas). This is for my personal use, it will more than likely not be uploaded. It is also as much for the work as the results.

My modding experiance (so you have a general idea what I can do):
The only thing I have modded in this game before is added tank as an upgrade to cavalry (I personally thought it should be that before gunship). I have done little things like that or changing stats on many different games. I did heavy modding back in Civ II, but that won't help.
I have read through a lot of articles on this site and apolyton, but I have been having some problems that I can't seem to find solutions to.

I have figured out how to change stats, create new units and unique them (mostly copying and pasteing old units). Most of this has been completed.

FIrst and siplest problems, the creative ones:
I have no idea what to add as a second UU for Arabs, Mali, Zulu, or Celts.

The British UU I have to decide between Ship of the Line (powerful, expensive frigate) or dreadnought (battleship available early).

Now technical questions.
In my UnitInfos I set all the new units off on their own at the bottom, now the game won't work, previously they had been beneath the unit they replaced. Keep in mind I for some stupid reason started editing the actual game files, I do have a backup though, in case this affects things.

For the new German UU, I was going to add the Doppelsoldner, and it is causing me much difficulty. I wanted it to have a bonus against pikemen, can I give it a bonus against just 2 specific units (I assum so based on the marine bonus against machineguns? I also want to give it a bonus against my new Spanish UU (the Tercio) which replaces musketman, is this possible without giving it a bonus against all musketman units? Also, what melee unit do you think it should repace?

The Viking Longboat I want to carry just beserkers. Is this possible? In the sam unit, is it possible to have the construction of one unit (longboat) spawn another (beserker)?

I am not too worried about graphics yet, anything distinguishable is all I need (my Chinese Settler (a slightly cheaper Settler unit) just has a 3rd child added to it, my Chasquis Scout (thank you Civ III, which is a faster explorer, unless I also add a Chasquis Explorer) will just have 3 scouts (or something like that). I am sure I will have problems in the future, but I am not there yet.

Thanks for spending the time reading this, and any help you attempt to give. I appreciate it very much. Sorry if this is the wrong forum, it just seemed to be the best spot.

woodelf
Jun 13, 2007, 05:10 AM
For the simplest questions I'd say check out Grave's mod. I think he added 3 more UUs. Other mods have added others as well.

The technical stuff is best solved if people can look through your files. Upload your unitinfos XML file and the CFC can most likely point you in the right direction.

I think you can have bonuses against as many units as you want and you should be able to do specific UUs as well. I don't have Civ in front of me though to verify this.

No idea about loading only berserkers. It might require python.

Gaius Octavius
Jun 13, 2007, 05:18 AM
For the Beserker part, you just set CanCarryUnitClass or something like that in XML. Take a look at the Caravel unit for tips, and just copy and replace the units it can carry with the Beserker.

say1988
Jun 13, 2007, 10:33 PM
For the Beserker part, you just set CanCarryUnitClass or something like that in XML. Take a look at the Caravel unit for tips, and just copy and replace the units it can carry with the Beserker.

Unfortunately it isnt that simple. The Caravel uses:
<SpecialCargo>SPECIALUNIT_PEOPLE</SpecialCargo>

And a big problem I also see is that I want it to carry a specific UU, not an entire unit class.
On second thought, since I want to do this for a UU, it being able to carry other units of that class doesn't matter.

strategyonly
Jun 14, 2007, 12:20 AM
Have you looked at The Realm of Fantasy MOD yet, that MOD has everything (i believe) you just said. Just different names and units etc.

Aranor
Jun 14, 2007, 03:15 AM
FIrst and siplest problems, the creative ones:
I have no idea what to add as a second UU for Arabs, Mali, Zulu, or Celts.




For the Celtic UU I would recomend some heavy cavalry or perhaps another heavy mellee unit. The Celts were known for having both powerful cavalry that supported powerful "barbarian" mellee infantry. Take a look here (http://www.europabarbarorum.com/factions_aedui_units.html) for Celtic units. I would say that if you are keeping the mod for your own personal use then using the information would be no troubles, but if you are going to publish the work I would recomend you get some permission from the team.