View Full Version : Ideas for Unique Units and Buildings.


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Joecoolyo
Jan 25, 2009, 12:21 AM
Wow, great work buddy.

One tiny misstep, other than that, perfect!

In the buildinginfos file, you put your new entry beneath the </BuildingInfos>, not above it. Note the difference between </BuildingInfo> and </BuildingInfos>.

There is only one </BuildingInfos> tag in the file, and it should always be on the second last line.

After I switched that around, everything worked perfectly. Amazing for a first attempt.

Thanks dude, I'll get to work on the other UB's ASAP

Arlborn
Jan 25, 2009, 06:55 AM
Haha, nevermind, I just said something stupid. I should be ashamed!

Keep the good work guys! I'd love to see this mod finished! :goodjob:

DVS
Jan 25, 2009, 11:10 AM
lol, ok Arlborn! Don't sweat it.

Glad to have you interested in our mod, and contributing to our forum. Welcome. :-)

remake20
Jan 25, 2009, 11:17 AM
Thanks dude, I'll get to work on the other UB's ASAP

You want to divide the list?

Joecoolyo
Jan 25, 2009, 11:20 AM
You want to divide the list?

Oh sure, you can take half I can take half, what UB's have you done so far?

DVS
Jan 25, 2009, 11:24 AM
remake20 doesn't have a lot of time these day, so maybe not half.

Why not... one of you work from the top of the list down, and the other, from the bottom up!

Just a suggestion, you two can figure something out I'm sure.

P.S. remake20 has already added UB for Japan. Should have told you that Joecoolyo, sorry.

remake20
Jan 25, 2009, 11:25 AM
I haven't had much time and only got the Jap. UB. DVS, can you get us the updated list and I'll split it in half.

remake20
Jan 25, 2009, 11:27 AM
Good idea DVS. Double post

Joecoolyo
Jan 25, 2009, 11:34 AM
So, I work from bottom you work from top? Sofar we have finished the Japanese UB and the Mexican UB just for clarification.

remake20
Jan 25, 2009, 11:48 AM
I would still like the updated list the we can check off. Sure I'll start from top. BTW what is the Canadian UB a UB of?

DVS
Jan 25, 2009, 11:50 AM
The updated list is quoted in the first post of this thread. The Canadian UB should replace the Colosseum.

sandman730
Jan 25, 2009, 11:53 AM
We should make a list of what UBs and what UUs still need to be added in. Also, should I add the UUs for the weapons dealers?

Joecoolyo
Jan 25, 2009, 11:53 AM
I would still like the updated list the we can check off. Sure I'll start from top. BTW what is the Canadian UB a UB of?

Here's list that I can just edit when we finish a UB, oh and ask DVS about Canada, it was his idea.

Canada-
Hockey Rink


Philippines
Nipa hut- Replaces Temple
+2 happiness
+2 Culture
+50% Culture


-Palestinie
-Palestinian Barracks
-New land units receive +3 experience points
- +2 with Nationhood
-Required to build Heroic Epic
- + 50% City Defense (To make sure Israel won't "instantly" capture Palestine and to give it a fighting chance)


Failed States

Barracks (don't know what to call it) (Rebel Training camp?)
New land units receive +3 experience points
+5 with Nationhood
Required to build Heroic Epic
Gunpowder Units 35% Cheaper


Venezuela

Petroleum Factory- Replaces Factory
- +1
- +2 from Oil and Coal
- +25% hammer, +25% hammer with Oil (+50% hammer with Power)
- Can turn 2 citizens into Engineer
- Required to build coal plant, hydro plant, nuclear plant
- +2 Trade Routes

Iran

National Iranian Oil Company- Replaces Market
- +25% gold, +50% gold when supplied with Oil
- Can turn 2 citizens into merchant
- +1 from fur, ivory, silk, whale

Saudi Arabia

Saudi Aramco- Replaces Harbor
- +50% trade route yield
- +1 health from clam, crab, fish
- +50% gold when supplied with Oil

Sri Lanka

Luxury Commodities Port- Replaces Harbor
- +50% trade route yield
- +1 health from clam, crab, fish
- +1 Trade Route for every luxury resource supplied

China (Bahmo's idea)

State Factory- Replaces Factory
- +2 unhealthiness
- +2 unhealthiness from Oil and Coal
- +25% hammer (+50% hammer with Power)
- Can turn 2 citizens into Engineer
- +1 Trade Route
- Required to build coal plant, hydro plant, nuclear plant

North Korea

Korea's People Army Facility- Replaces Barracks
- New land units receive +5 experience points
- +2 happiness
- +2 happiness with Nationhood
- Required to build Heroic Epic

South Korea

High Tech Industrial Complex- Replaces Industrial Park
- +2 unhealthiness
- +1 free scientist
- +1 free engineer
- +1 free merchant
- +1 unhealthiness from coal, oil

Thailand

Buddhist Center- Replaces Theater
- +2 happiness
- +3 culture
- +1 per happiness 10% culture rate
- Can turn 2 citizens into priests and artists
- +1 happiness from dye and incense
Required to build Globe Theater

European Union (robertusrex's idea)

Court of International Law- Replaces Courthouse
- +5 Espionage
- -75% maintenance
- Can turn 2 citizen into Spy
- Required to build Forbidden Palace

Permanent Neutrality

Neutral Court- Replaces Courthouse
- +2 Espionage
- +2 happiness
- +1 Positive Diplomatic Point from all civs
- -50% maintenance
- Can turn 1 citizen into Spy
- Required to build Forbidden Palace

NATO (robertusrex)

Cambridge University- Replaces University
- +5 culture
- +75% science
-Required to build Oxford University

Independent African States

Mineral Mine- Replaces Forge
- +1 unhealthiness
- +25% hammer
- Can turn 1 citizen into Engineer
- +1 happiness from Gems, Gold, Silver
- +25% gold
- Required to build Ironworks, The Colossus, The Eiffel Tower, The Statue of Liberty

African Union

African Court of Justice- Replaces Courthouse
+10 Espionage
-75% maintenance
Can turn 3 citizen into Spy
Required to build Forbidden Palace

* Argentina - Dance Studio
* Australia - Athletics Complex
* Brazil - Estadio de Futbol
* Georgia - Senaki
* Indonesia - Spicestocks
* Israel - Betcholim (Hospital)
* Nigeria - Ju Ju Hall
* Vietnam - Open Market



Myanamar

- Valley of Rubies- Replaces Market
- +50% gold
- Can turn 2 citizens into merchant
- +1 happiness from gems, gold, silver

Kazakhstan

Fuel Plant- Replaces Coal Plant
- Provides power with Coal, Oil, Uranium (+3 unhealthiness)
- 25% gold (5% added for each resource supplied: coal, oil, uranium)

Peru

El Callao Port- Replaces Harbor
- 50% trade route yield
- +1 health from clam, crab, fish
- +5% gold (accumulative) from Gold, Silver, Fish, Copper

Chile

Open Pit Copper Mine- Replaces Forge
- +2 unhealthiness
- +50% hammer
- +1 Free Engineer
- +50% gold from Copper

Ukraine

Independence Square- Replaces Monument
- +5 culture
- -25% Maintenance
- +1 Happiness

Syria

Al Nouri mosque- Replaces Theatre
- +3 happiness
- +3 culture
- +2 happiness per 10% culture rate
- Can turn 2 citizens into artists
- +1 happiness from dye

U.S.A.

TV Station- Replaces Broadcast Tower
+50% culture
+25% Gold (5% increase for each resource (Hit Musicals, Hit Singles, Hit Movies))
+5% Production for each resource (Hit Musicals, Hit Singles, Hit Movies)
+1 happiness per 10% culture rate
Can turn 2
citizens into artists
+1 happiness from Hit Musicals, Hit Singles, Hit Movies
+1 happiness for Charismatic leaders

Colombia

Natural Resource Market- Replaces Market
- +35% gold
- Can turn 2 citizens into merchant
- +1 Trade Route
- +1 happiness from fur, ivory, silk, whale, corn, oil, gold, gems

South American Socialist Allies

Escuela Latinoamericana de Medicina or Latin American School of Medicine
replaces University
+3 Culture
+3 Health
+25% Research

Belarus

The National Library of Belarus- Replaces Library
- +5 culture
- +2 happiness
- +25% culture
- +25% science
- Can turn 2 citizens into scientist

India

CSS Coal Plant - Replaces Coal Plant
- Provides Power
- +5% production


Nigeria

NDDC Factory- Replaces Factory
- +2 unhealthiness
- +2 unhealthiness from Oil and Coal
- +25% hammer (+50% hammer with Power)
- Can turn 1 citizen into Engineer and 1 into Merchant
- +50% Gold when supplied with Oil, Gems, Gold, Coal, Iron, Silver Copper, Corn, Sugar (non-accumulative until: with every 3 of these resources supplied, the total % goes up by 5, for a total of 15% if all the listed resources are applied)



Japan, Mexico, Pakistan, South Africa, Angola, Sudan, Egypt, and Algeria all checked off :)

sandman730
Jan 25, 2009, 11:57 AM
Which civs are weapons dealers again?

Edit: found them:
USA
NATO
EU
China
Russia

sandman730
Jan 25, 2009, 12:02 PM
Here is the list of UUs that we need in XML:


Canada-
CH-124 Sea King and/or Joint Task Force 2 and/or
CC-138 Twin Otter (air transport)
holds 3 units
+2 :move:
15 :strength:
can land on costal waters

Mexico- Kaibil (replaces infantry)
+2 :move: (from infantry)
+2 :strength: (from infantry)
stealth

Columbia- AFEUR (replaces infantry)
+3 strength
+25% defense
+50% against terrorists

Peru- PR-72P (replaces battleship)
+2 strength
can attack land units from the water

North Korea- Taepodong 2 (replaces tactical nuke)
range: 6 (+2)
Cost: 300 (+50)
+25% more damage
Can nuke enemy territory
Can evade interception (50% chance)

South Korea- K1A1 88-Tank (replaces Modern Armor)
:strength:: 43
:move:: 2
cost: 200
2 First Strike
Doesn't recieve defensive bonuses
Blitz

Taiwan-Sky Bow III (replaces Mobile SAM)
:strength:: 24
:move:: 2
Cost: 200
Can intercept aircrafts (50% chance)
Can intercept nukes (50% chance)
+50% against helecopters

Thailand- HTMS Kamronsin (replaces destroyer)
:strength:: 32
:move:: 9
Cost: 180
Can see submarines
Can intersept aircrafts (30% chance)
Cab bombard city defenses (-18% per turn)
+100% against submarines

Vietnam-
VPA Militia- Replaces Infantry
- 20 Strength
- 2 Movement
- 100 Cost
- +25% Vs. Gunpowder Units

Sri Lanka- Unicorn (land transport)
:strength:: 20
:move:: 3
Cost: 150
Can carry 3 units

Myanmar- BTR-3 (replaces anti-tank)
:strength:: 20
:move:: 2
Cost: 100
Starts with Ambush
+75% vs. Armored units
Can intercept aircraft (20% chance)

Australia- Anzac (replaces destroyer)
:strength:: 30
:move: 8
Cost: 275
Can see submarines
Can intercept aircraft (50% chance)
Can bombard city defenses (-16%/turn)
+50% against submarines
+50% against other ships

India- Sukhoi Su-30MKI (replaces jet fighter)
:strength:: 26
:move:: 12
Cost: 200
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-20%/turn)

South Africa- Valkyrie (replaces mobile SAM)
:strength:: 24
:move:: 2
Cost: 250
1 First Strike
Can intercept aircraft (50% chance)
+50% vs. Helicopters

Indonesia- Pindad Panser (land transport)
:strength:: 24
:move:: 3
Cost: 200
Can hold 3 units

Iran-
Revolutionary Guards (replaces infantry)
+15% city defense

Permanent Neutrality-
Militia (like the Swiss army)
replaces infantry
-25% unit cost
-25% strength

Venezuela- Venezuelan Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Argentina- Argentine National Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Chile- Carabineros (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
can see espionage units

Kazakhstan- Republican Guard (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Georgia- Georgian Ministry of Internal Affairs special units (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Belarus- Infantry of Belarus (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Algeria- Sûreté nationale (replaces infantry)
strength: 18
movement: 1
cost: 120
+25% vs. Gunpowder Units
can see espionage units

Ethiopia- Ethiopian Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Sudan- Popular Defense Force (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Angola- Angolan Infantry (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Syria- Syrian Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Saudi Arabia- Lightning Force (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Independent African States- Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

African Union- OAU Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Minor Nations- Infantry of the Minor Nations (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

South American Socialist Allies- SASA Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units


Edit: If there are any that we have on that are on this list, please post which civ(s) here.

DVS
Jan 25, 2009, 12:16 PM
We should make a list of what UBs and what UUs still need to be added in. Also, should I add the UUs for the weapons dealers?



No! For the UUs, totally ignore the USA, EU, NATO, China, and Russia. We have to do something different for them.

sandman730
Jan 25, 2009, 12:18 PM
No! For the UUs, totally ignore the USA, EU, NATO, China, and Russia. We have to do something different for them.

Okay I will take them off of the list.

sandman730
Jan 25, 2009, 02:04 PM
I can't find the Failed States in the XML file

DVS
Jan 25, 2009, 02:18 PM
I mentioned this to you over IM sandman730, but in case anyone else needs this info, our failed states civ is:

CIVILIZATION_BARBARIAN

Joecoolyo
Jan 25, 2009, 02:23 PM
Okay, here are the files with Pakistan's, South Africa's, Angola's, Sudan's, Egypts', and Algeria's UB all added. The only one I need help with is Nigeria's, in which I don't know how I would code it in so the gold percent goes up with every resource supplied ( I also have a few other UB's that do that to).

DVS
Jan 25, 2009, 02:27 PM
Thanks again both of you, great stuff. I will check the files each of you have sent me tonight or tomorrow morning. I am doing other stuff right now so my copy is full of errors, I can't check for you guys at the moment.

Joecoolyo, I'll figure out what tags you need to change to make the modification you mentioned.

Joecoolyo
Jan 25, 2009, 03:44 PM
Thanks again both of you, great stuff. I will check the files each of you have sent me tonight or tomorrow morning. I am doing other stuff right now so my copy is full of errors, I can't check for you guys at the moment.

Joecoolyo, I'll figure out what tags you need to change to make the modification you mentioned.

Once again, a big thanks to you, without your genius, I would have never learned XML.

DVS
Jan 26, 2009, 08:24 PM
All the units and buildings you guys have sent me work, and have been added to the SVN.

sheep21
Jan 27, 2009, 12:01 PM
excellent work guys!

remake20
Jan 27, 2009, 07:20 PM
Here is another updated list...


Philippines
Nipa hut- Replaces Temple
+2 happiness
+2 Culture
+50% Culture


Some advanced work to be done
-Palestinie
-Palestinian Barracks
-New land units receive +3 experience points
- +2 with Nationhood
-Required to build Heroic Epic
- + 50% City Defense (To make sure Israel won't "instantly" capture Palestine and to give it a fighting chance)


Failed States

Barracks (don't know what to call it) (Rebel Training camp?)
New land units receive +3 experience points
+5 with Nationhood
Required to build Heroic Epic
Gunpowder Units 35% Cheaper


Venezuela
Advanced wook still needed
Petroleum Factory- Replaces Factory
- +1
- +2 from Oil and Coal
- +25% hammer, +25% hammer with Oil (+50% hammer with Power)
- Can turn 2 citizens into Engineer
- Required to build coal plant, hydro plant, nuclear plant
- +2 Trade Routes

Iran

National Iranian Oil Company- Replaces Market
- +25% gold, +50% gold when supplied with Oil
- Can turn 2 citizens into merchant
- +1 from fur, ivory, silk, whale

Saudi Arabia

Saudi Aramco- Replaces Harbor
- +50% trade route yield
- +1 health from clam, crab, fish
- +50% gold when supplied with Oil

Sri Lanka

Luxury Commodities Port- Replaces Harbor
- +50% trade route yield
- +1 health from clam, crab, fish
- +1 Trade Route for every luxury resource supplied

China (Bahmo's idea)

State Factory- Replaces Factory
- +2 unhealthiness
- +2 unhealthiness from Oil and Coal
- +25% hammer (+50% hammer with Power)
- Can turn 2 citizens into Engineer
- +1 Trade Route
- Required to build coal plant, hydro plant, nuclear plant

North Korea

Korea's People Army Facility- Replaces Barracks
- New land units receive +5 experience points
- +2 happiness
- +2 happiness with Nationhood
- Required to build Heroic Epic

South Korea

High Tech Industrial Complex- Replaces Industrial Park
- +2 unhealthiness
- +1 free scientist
- +1 free engineer
- +1 free merchant
- +1 unhealthiness from coal, oil

Thailand

Buddhist Center- Replaces Theater
- +2 happiness
- +3 culture
- +1 per happiness 10% culture rate
- Can turn 2 citizens into priests and artists
- +1 happiness from dye and incense
Required to build Globe Theater

European Union (robertusrex's idea)

Court of International Law- Replaces Courthouse
- +5 Espionage
- -75% maintenance
- Can turn 2 citizen into Spy
- Required to build Forbidden Palace

Permanent Neutrality

Neutral Court- Replaces Courthouse
- +2 Espionage
- +2 happiness
- +1 Positive Diplomatic Point from all civs
- -50% maintenance
- Can turn 1 citizen into Spy
- Required to build Forbidden Palace

NATO (robertusrex)

Cambridge University- Replaces University
- +5 culture
- +75% science
-Required to build Oxford University

Independent African States

Mineral Mine- Replaces Forge
- +1 unhealthiness
- +25% hammer
- Can turn 1 citizen into Engineer
- +1 happiness from Gems, Gold, Silver
- +25% gold
- Required to build Ironworks, The Colossus, The Eiffel Tower, The Statue of Liberty

African Union

African Court of Justice- Replaces Courthouse
+10 Espionage
-75% maintenance
Can turn 3 citizen into Spy
Required to build Forbidden Palace

* Argentina - Dance Studio
* Australia - Athletics Complex
* Brazil - Estadio de Futbol
* Georgia - Senaki
* Indonesia - Spicestocks
* Israel - Betcholim (Hospital)
* Nigeria - Ju Ju Hall
* Vietnam - Open Market



Myanamar

- Valley of Rubies- Replaces Market
- +50% gold
- Can turn 2 citizens into merchant
- +1 happiness from gems, gold, silver

Kazakhstan

Fuel Plant- Replaces Coal Plant
- Provides power with Coal, Oil, Uranium (+3 unhealthiness)
- 25% gold (5% added for each resource supplied: coal, oil, uranium)

Peru

El Callao Port- Replaces Harbor
- 50% trade route yield
- +1 health from clam, crab, fish
- +5% gold (accumulative) from Gold, Silver, Fish, Copper

Chile

Open Pit Copper Mine- Replaces Forge
- +2 unhealthiness
- +50% hammer
- +1 Free Engineer
- +50% gold from Copper

Ukraine

Independence Square- Replaces Monument
- +5 culture
- -25% Maintenance
- +1 Happiness

Syria

Al Nouri mosque- Replaces Theatre
- +3 happiness
- +3 culture
- +2 happiness per 10% culture rate
- Can turn 2 citizens into artists
- +1 happiness from dye

U.S.A.

TV Station- Replaces Broadcast Tower
+50% culture
+25% Gold (5% increase for each resource (Hit Musicals, Hit Singles, Hit Movies))
+5% Production for each resource (Hit Musicals, Hit Singles, Hit Movies)
+1 happiness per 10% culture rate
Can turn 2
citizens into artists
+1 happiness from Hit Musicals, Hit Singles, Hit Movies
+1 happiness for Charismatic leaders

Colombia

Natural Resource Market- Replaces Market
- +35% gold
- Can turn 2 citizens into merchant
- +1 Trade Route
- +1 happiness from fur, ivory, silk, whale, corn, oil, gold, gems

South American Socialist Allies

Escuela Latinoamericana de Medicina or Latin American School of Medicine
replaces University
+3 Culture
+3 Health
+25% Research

Belarus

The National Library of Belarus- Replaces Library
- +5 culture
- +2 happiness
- +25% culture
- +25% science
- Can turn 2 citizens into scientist

India

CSS Coal Plant - Replaces Coal Plant
- Provides Power
- +5% production


Nigeria

NDDC Factory- Replaces Factory
- +2 unhealthiness
- +2 unhealthiness from Oil and Coal
- +25% hammer (+50% hammer with Power)
- Can turn 1 citizen into Engineer and 1 into Merchant
- +50% Gold when supplied with Oil, Gems, Gold, Coal, Iron, Silver Copper, Corn, Sugar (non-accumulative until: with every 3 of these resources supplied, the total % goes up by 5, for a total of 15% if all the listed resources are applied)

kyokujitsu
Jan 28, 2009, 09:05 AM
South Koreans K1A1 88-Tank is very very strong.

strength is 43... then M1A2 strength is 50?

I think this is good. The K1A1 88-Tank strength is 41.

DVS
Jan 28, 2009, 11:01 AM
South Koreans K1A1 88-Tank is very very strong.

strength is 43... then M1A2 strength is 50?

I think this is good. The K1A1 88-Tank strength is 41.



thanks for the tip. :)

Sea_of_Japan
Jan 28, 2009, 06:50 PM
I find some links.

Japan modern tank)
http://forums.civfanatics.com/downloads.php?do=file&id=11652

Multipurpose Frigate)
http://forums.civfanatics.com/downloads.php?do=file&id=11623

US Modern Soldiers Pack)
http://forums.civfanatics.com/downloads.php?do=file&id=11467

B-52 Stratofortress]
http://forums.civfanatics.com/downloads.php?do=file&id=11390

Russian Specnaz Pack]
http://forums.civfanatics.com/downloads.php?do=file&id=11366

F-15]
http://forums.civfanatics.com/downloads.php?do=file&id=11181

T-80 Skins]
http://forums.civfanatics.com/downloads.php?do=file&id=11081

F16 Skins]
http://forums.civfanatics.com/downloads.php?do=file&id=10101

DVS
Jan 28, 2009, 06:54 PM
Great! We especially needed the frigate, we hadn't found any yet. Thanks. :-)

But why did you post in this thread??

This is the link I sent you; please post unit art stuff here (http://forums.civfanatics.com/showthread.php?t=305312).

It will get lost here, when people work on unit art they will be looking at that thread.

Sea_of_Japan
Jan 28, 2009, 07:01 PM
I checked the link.

I'll try for find it.

Sea_of_Japan
Jan 28, 2009, 09:17 PM
I found F-18 skin.

But there's it in this mod.

MaxRigaMod-BTS2 version.

This is the link ----> http://www.maxriga.civfanatics.ru/Units.htm

and How about also add Hovercraft unit?

http://forums.civfanatics.com/./downloads.php?do=file&id=4049

There was Hovercraft unit.

DVS
Jan 28, 2009, 09:27 PM
Are you not understanding what I am saying, or are you missing my posts?

We like having you helping, but you are posting in the wrong thread! The people doing the art will not see your posts if you keep posting here.

CLICK HERE! (http://forums.civfanatics.com/showthread.php?t=305312) That is where to post info like this.


Thanks

Sea_of_Japan
Jan 28, 2009, 10:15 PM
I'm sorry. I understood what you mean now.

My english is not purfect.

DVS
Jan 28, 2009, 10:57 PM
That's cool bud. I just want to make sure your work doesn't go to waste. :-)

Joecoolyo
Feb 01, 2009, 10:49 AM
Here is the Indian UB (the CSS Coal Plant), I think I'm going to hold on on doing the rest of the UB's until we figure out the final civ list. Cause since Genghis Kai came, we have had a huge overall in the civ lists (completely changing Africa and messing around with Europe).

DVS
Feb 01, 2009, 01:08 PM
The final civ list is finished (http://forums.civfanatics.com/showthread.php?p=7721371&postcount=180) (again). Sorry for throwing you of course, but Genghis needed some changes to make the map work better.

Most of the changes in Africa involve putting one of our African countries into a union; for those you can use the same UB. Europe ended up not being changed much at all, except NATO is split up. You don't have to come up with new ideas for the new civs; just do the ones we've got for now. :-)

Joecoolyo
Feb 01, 2009, 09:03 PM
The final civ list is finished (http://forums.civfanatics.com/showthread.php?p=7721371&postcount=180) (again). Sorry for throwing you of course, but Genghis needed some changes to make the map work better.

Most of the changes in Africa involve putting one of our African countries into a union; for those you can use the same UB. Europe ended up not being changed much at all, except NATO is split up. You don't have to come up with new ideas for the new civs; just do the ones we've got for now. :-)

Ok thanks dude, that should clear up some confusion, I'll get straight back to work!

sandman730
Feb 01, 2009, 09:40 PM
The final civ list is finished (http://forums.civfanatics.com/showthread.php?p=7721371&postcount=180) (again). Sorry for throwing you of course, but Genghis needed some changes to make the map work better.

Most of the changes in Africa involve putting one of our African countries into a union; for those you can use the same UB. Europe ended up not being changed much at all, except NATO is split up. You don't have to come up with new ideas for the new civs; just do the ones we've got for now. :-)

Would I need to change any of the UUs? Also, can I have the new updated civ file?

Glassoid
Feb 01, 2009, 11:51 PM
Super Soldier Captain America Graphics= Awesome

Blitzit
Feb 05, 2009, 09:29 AM
I know I'm not into the project, but please correct the Brazilian UU Estadio de Futbol to Estadio de Futebol. :)

DVS
Feb 05, 2009, 09:47 AM
Sure thing!

NikNaks
Feb 07, 2009, 07:10 AM
Just a general comment here. A lot of the UUs towards the bottom of the list are really very samey and boring. I understand it's hard to come up with interesting ideas, but there's gotta be something better than having a dozen infantry replacements.

remake20
Feb 07, 2009, 08:49 AM
Sorry guys I have been busy and unable to mod. I will get back to it ASAP. Thanks.

Joecoolyo
Feb 07, 2009, 10:29 AM
Just a general comment here. A lot of the UUs towards the bottom of the list are really very samey and boring. I understand it's hard to come up with interesting ideas, but there's gotta be something better than having a dozen infantry replacements.

Well I think it was the idea that those countries weren't able to conjure anything up (that was more unique than a regular unit) other than a unique Militia. Because that is the most basic thing that every country can do for an army. If you want it to get the decision in more detail (above is just the broad overview on why we did it) ask DVS.

NikNaks
Feb 07, 2009, 10:36 AM
Okie-dokie, that's fair enough. I'll ask DVS about it when he's online.

DVS
Feb 07, 2009, 01:05 PM
yeah, the idea was, exactly as joecoolyo described. It's because most countries can't produce tanks/aircraft etc on their own, all they can produce really is infantry.

There are exceptions; Israel for example.

I hope you're happy with this.

NikNaks
Feb 07, 2009, 01:37 PM
Could we at least vary the bonuses? I get the reasoning, but some units are actually the same.

DVS
Feb 07, 2009, 01:44 PM
of course we can.

ianinsane
Feb 07, 2009, 02:58 PM
One thing we can change is something I thought we had agreed earlier in this thread.
At the moment the list has "Palestinian Infantry" as UU for Palestine. I claimed that Palestine does not have an army, however I now found out that I was mistaken. So now my suggestion is:

Force 17 (http://en.wikipedia.org/wiki/Force_17)
replaces infantry
can enter enemy territory
invisible to enemy units
movement 1
strength 22

However, this is a official PA unit. Since we have Ismail Haniyeh as Palestinian leader we could also have this UU:

Izz ad-Din al-Qassam Brigades (http://en.wikipedia.org/wiki/Izz_ad-Din_al-Qassam_Brigades) (military wing of Hamas)
replaces Infantry
invisible to enemy units
can bombard city defense (-5%/turn)
movement 1
strength 20

DVS
Feb 07, 2009, 03:22 PM
Izz ad-Din al-Qassam Brigades (http://en.wikipedia.org/wiki/Izz_ad-Din_al-Qassam_Brigades) (military wing of Hamas)
replaces Infantry
invisible to enemy units
can bombard city defense (-5%/turn)
movement 1
strength 20


I think that one fits best.

Joecoolyo
Feb 07, 2009, 06:47 PM
European Union (EU excluding UK)
United Kingdom (Jamaica, Belize, Bahamas, Trinidad)
Norway
Russia


Turkey
Georgia

Morocco



Ethiopia
West African States (Burkina Faso, Mali, Niger, Senegal, and Togo.)
Nigeria (Ghana, Liberia and Sierra Leone)
Central African States (Cameroon, São Tomé, Equatorial Guinea and Gabon)

East African States (Tanzania, Kenya, Uganda, Rwanda and Burundi)

Saudi Arabia



Iran

Bangladesh


Kazakhstan
Mongolia
China
Taiwan









Canada
United States (Iraq, Afghanistan)

Colombia

Peru


Neutral States (Switzerland, Turkmenistan and Costa Rica)

Failed States (Mauritania, Guinea, Côte d'Ivoire, part of Mali, part of Niger, Central African Republic, Chad, part of DR Congo, Eritrea, Somalia, Darfur, Malawi, Zambia, Zimbabwe, Uzbekistan, East Timor)

This is mostly just for my reference on what UB's still need to be XMLed, I'll keep updating this one as long as we don't keep changing the Civ list.

DVS
Feb 07, 2009, 07:04 PM
Don't worry pal, we won't change the civ list on you again!

A lot of things have to get changed when that happens, so no one wants it. We just had to make a couple final tweaks, due to the increased understanding of the map we gained when Genghis Kai started working with us.

Joecoolyo
Feb 16, 2009, 03:39 PM
Ok, sorry I haven't been able to do a lot lately been really busy with school. But here's Chile's, the South American Allies', and Philippines' UB.

Some problems:
Chile's UB, I didn't know how to make it so it got 50% more gold with copper, right now it only has 50% more gold.

In general, there are a lot of UB's that seem way over my skill level, and I won't be able to do, for example, U.S.A.'s, Colombia's, etc. I'm going to need some help from a more experienced XML modder.

DVS
Feb 18, 2009, 02:39 PM
That's great joecoolyo, and don't apologize for being busy! You are doing a great job, no one will think otherwise based on you not being able to work constantly.

As for edits that you're not sure how to make, just do what you can. Would you mind keeping track of the modifications that you don't know how to do? When all the buildings you can make are done, I will go over it and fill in the blanks. I'll also be happy to make a list of where each of those changes has to be made, in case you would like to read it to develop your modding skills even further. :)

Joecoolyo
Feb 18, 2009, 02:44 PM
Thanks DVS, for now, when I get the chance, I will just mod the UB's that I know that I can do, while leaving the one's I can't. And every time I add a UB I will just delete it from the post at the top of the page, so you can see which ones need to be done.

DVS
Feb 18, 2009, 02:50 PM
Great, that works.

Adhesive86
Feb 19, 2009, 07:22 AM
Great, that works.

For the failed states' UB:

You call 'rebel training camp'

I would just call 'military training camp'

Not all failed states are rebels, but rather failed dictatorships often themselves fighting rebels. The presence of rebels/unrest may symptomise a failed state but that doesn't mean that the government produces rebels e.g. Zimbabwe.

I would therefore recommend using the generic term 'military training camp'.

veBear
Feb 22, 2009, 01:37 PM
I noticed Norway has no UU, so i would recommend this one:
FSK Jæger
+ 25% Defence on Hills
+ 25% Defence in Forest

Both those bonuses because the terrain in Norway, Forests and Hills mostly.
As you see this country is perfectly fit in defending themself as a guerilla, but have no extra attack power, somthing that fits pretty well in Norway's actual situation.
Also this special units should have a higher building cost, as Norway is limited on people, who means a smaller army.
Here is a link to the unit infos:
Forsvarets Spesialkommando (http://en.wikipedia.org/wiki/Forsvarets_Spesialkommando_(FSK))

veBear

i_diavolorosso
Feb 28, 2009, 06:00 PM
You should change pindad panser name to anoa panser.
Anoa, is the panser official name.Pindad is the manufacturer

TheViPer
Mar 07, 2009, 07:34 AM
Finaland:

UU:

Jaeger (replaces Infantry)

22STR
Starts with woodsman I
+25 vs Gunpowder units


UB
Sauna (replaces aqueduct)
+3 happiness +3health

ianinsane
Mar 07, 2009, 08:33 AM
Sorry, TheViPer, we don't have no Finnish civ. Finland will be part of our EU civ.

Eirik Blodøks
Mar 08, 2009, 05:16 AM
I failed to find any unique units and buildings for the nordic civilization. Do we have any?

I noticed Norway has no UU, so i would recommend this one:
FSK Jæger
+ 25% Defence on Hills
+ 25% Defence in Forest

Both those bonuses because the terrain in Norway, Forests and Hills mostly.
As you see this country is perfectly fit in defending themself as a guerilla, but have no extra attack power, somthing that fits pretty well in Norway's actual situation.
Also this special units should have a higher building cost, as Norway is limited on people, who means a smaller army.
Here is a link to the unit infos:
Forsvarets Spesialkommando (http://en.wikipedia.org/wiki/Forsvarets_Spesialkommando_(FSK))

veBear
I'd say the FSK is more suited for special operations. But adding elite forces like FSK,MJK (http://en.wikipedia.org/wiki/Marinejegerkommandoen) or HJK (http://en.wikipedia.org/wiki/Hærens_Jegerkommando) to the nordic civilization is quite a good idea. Perhaps they could replace Marine, adding, say, +50% attack vs gunpowder and +50% attack vs armoured, but with a doubled production cost? Eventually, we could replace infantry by Home Guard (http://en.wikipedia.org/wiki/Norwegian_Home_Guard), which is perfectly suited for guerilla warfare, giving them the +25% defence on hills and forest as veBear suggested. As for the unique building, perhaps replace bank by stock exchange or something, to better reflect the economical situation in Norway, Denmark and Iceland.

ianinsane
Mar 08, 2009, 11:44 AM
I think Home Guard sounds great! And the bonus suggested is perfect.

sandman730
Mar 08, 2009, 04:27 PM
I'm confused on the final UU list and the final civ list. Can anyone help me?

sheep21
Mar 09, 2009, 07:29 PM
I'm confused on the final UU list and the final civ list. Can anyone help me?

im having a hard enough time doing the militaries in the excell database! No ideda abut UU and UB lists, I wasnt that involved.

Good luck mate.

Joecoolyo
Mar 09, 2009, 07:50 PM
I'm confused on the final UU list and the final civ list. Can anyone help me?

I'd just stick with the one on the first page of this thread, and if that isn't it then just ask DVS or something... I don't think it has changed though.

Joecoolyo
Apr 04, 2009, 12:46 PM
Ok, I finished all that I can with my limited XML knowledge. I got, Belarus', Ukraine's, Palestine's, Syria's, India's, North Korea's, South Korea's, Myanmar's, and Thailand's UB all in. All the other UBs (refer to my list in post 301 (http://forums.civfanatics.com/showpost.php?p=7746374&postcount=301)), I either have no clue how to do (i.e. Nigeria's is very hard) or don't know how they got on there (since when did we ever have Bangladesh as a civ :confused: ), so I need some help from a more advanced XML modder.

(Oh, and sorry, my computer won't let me create a regular zip file for the files for some reason, since I have a trial version of WinRAR installed (I needed it to download some mods)).

NikNaks
Apr 05, 2009, 05:41 AM
Awesome. I should get you on the SVN so you can upload things yourself. Do you have any experience with SVN?

Also, try 7-Zip (http://www.7zip.org/). It can open (and compress IIRC) RAR files, and it's completely free and awesome. :goodjob:

Joecoolyo
Apr 05, 2009, 10:37 AM
I've heard of SVN, but I've never used it before. Oh, and I'll download 7-zip immediately :goodjob:

sandman730
May 02, 2009, 09:35 PM
Updated and sorted UU list:

Canada-
Ones that I have no clue on how to do (bold is what I don't know how to do):


Algeria- Sûreté nationale (replaces infantry)
strength: 18
movement: 1
cost: 120
+25% vs. Gunpowder Units
can see espionage units

Egypt- Central Security Forces (replaces infantry)
+25% defence
Can see :espionage:

Columbia- AFEUR (replaces infantry)
+3 strength
+25% defense
+50% against terrorists

Peru- PR-72P (replaces battleship)
+2 strength
can attack land units from the water

North Korea- Taepodong 2 (replaces tactical nuke)
range: 6 (+2)
Cost: 300 (+50)
+25% more damage
Can nuke enemy territory
Can evade interception (50% chance)

Taiwan-Sky Bow III (replaces Mobile SAM)
:strength:: 24
:move:: 2
Cost: 200
Can intercept aircrafts (50% chance)
Can intercept nukes (50% chance)
+50% against helecopters

Sri Lanka- Unicorn (land transport)
:strength:: 20
:move:: 3
Cost: 150
Can carry 3 units

Indonesia- Pindad Panser (land transport)
:strength:: 24
:move:: 3
Cost: 200
Can hold 3 units

Chile- Carabineros (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
can see espionage units


Working on:


Israel-
Merkava Mark IV- Replaces Modern Armor
- 2 First Strikes
- Doesn't receive defensive bonuses
- Starts with Blitz
- 100% Vs. Helicopter Units

Palestine-
Palestinian Infantry
- +25% vs. Gunpowder Units
-Starts with Guerilla II
-Starts with Woodsman II

Philippines-
Filipino Guerrilla
- +25% vs. Gunpowder Units
-Starts with Guerilla II
- 2 First Strikes

Failed States-
Guerrillas- Replaces infantry
+25% vs. Gunpowder Units
Starts with Guerrilla II
Starts with Woodsman II
Starts with Mobility
Costs 100 instead of 140
17 strength instead of 20

Ukraine-
T-55AGM (replaces modern armor)
:strength:: 40
:move:: 3
Cost: 200
1 First Strike
Doesn't receive defensive bonuses
Starts with Blitz
Can intercept aircrafts (25% chance)
+50% against armored units

Nigeria- MEKO 360 (replaces battleship)
+3 :strength: (from battleship)
can hold 3 units
+2 :move: (from battleship)

Mexico- Kaibil (replaces infantry)
+2 :move: (from infantry)
+2 :strength: (from infantry)
stealth

Brazil- EMB 314 Super Tucano (replaces fighter)
+25% chance of intercepting other aircrafts
+3 :strength:

Japan- Mitsubishi F-2 (replaces jet fighter)
:strength:: 26
:move:: 12
Cost: 120
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-20%/turn)

South Korea- K1A1 88-Tank (replaces Modern Armor)
:strength:: 43
:move:: 2
cost: 200
2 First Strike
Doesn't recieve defensive bonuses
Blitz

Thailand- HTMS Kamronsin (replaces destroyer)
:strength:: 32
:move:: 9
Cost: 180
Can see submarines
Can intersept aircrafts (30% chance)
Cab bombard city defenses (-18% per turn)
+100% against submarines

Vietnam-
VPA Militia- Replaces Infantry
- 20 Strength
- 2 Movement
- 100 Cost
- +25% Vs. Gunpowder Units

Myanmar- BTR-3 (replaces anti-tank)
:strength:: 20
:move:: 2
Cost: 100
Starts with Ambush
+75% vs. Armored units
Can intercept aircraft (20% chance)

Australia- Anzac (replaces destroyer)
:strength:: 30
:move: 8
Cost: 275
Can see submarines
Can intercept aircraft (50% chance)
Can bombard city defenses (-16%/turn)
+50% against submarines
+50% against other ships

India- Sukhoi Su-30MKI (replaces jet fighter)
:strength:: 26
:move:: 12
Cost: 200
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-20%/turn)

South Africa- Valkyrie (replaces mobile SAM)
:strength:: 24
:move:: 2
Cost: 250
1 First Strike
Can intercept aircraft (50% chance)
+50% vs. Helicopters

Iran-
Revolutionary Guards (replaces infantry)
+15% city defense

Permanent Neutrality-
Militia (like the Swiss army)
replaces infantry
-25% unit cost
-25% strength

Venezuela- Venezuelan Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Argentina- Argentine National Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Kazakhstan- Republican Guard (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Georgia- Georgian Ministry of Internal Affairs special units (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Belarus- Infantry of Belarus (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Ethiopia- Ethiopian Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Sudan- Popular Defense Force (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Angola- Angolan Infantry (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Syria- Syrian Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Saudi Arabia- Lightning Force (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Independent African States- Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

African Union- OAU Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Minor Nations- Infantry of the Minor Nations (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

South American Socialist Allies- SASA Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

I'm sorry that I haven't been able to do much lately.

Eirik Blodøks
May 04, 2009, 10:52 AM
I have yet to see a unique building for the nordic civilization. I think it should replace harbour or lighthouse and give a great commerce boost, as fish exports is a very important part of Norwegian and Icelandic economy - Norway is the next greatest fish exporter in the world, next to China, and in Iceland, fishing provides nearly 40 % of export earnings.

Do anyone have a good suggestion for a name?

Joecoolyo
May 04, 2009, 03:06 PM
I don't think we're going to have a nordic civilization, its just another park of the EU. The civs are finalized, us XMLers can't take anymore UU's or UB's its too much!

Eirik Blodøks
May 06, 2009, 01:07 PM
My eyes will start burning if I will have to see Norway merged into a EU civilization every time I look on the northern Europe map. Then I insist on doing that nordic XML myself, in order to keep my eyes unharmed when playing this mod.

ianinsane
May 06, 2009, 01:21 PM
No, we are definately going to have a Nordic civilization in the first version.

Here's (http://forums.civfanatics.com/showpost.php?p=7754633&postcount=297) the final civ list.

Joecoolyo
May 06, 2009, 03:25 PM
Oh dang, that means we still have 4 UU and UB less civs, I'll do the research if neccesary but I don't have anymore time to fiddle with the XML. I still have a bunch of UB's that I can't even do... Sandman's having the same trouble over at the UU department.

sandman730
May 06, 2009, 05:38 PM
Oh dang, that means we still have 4 UU and UB less civs, I'll do the research if neccesary but I don't have anymore time to fiddle with the XML. I still have a bunch of UB's that I can't even do... Sandman's having the same trouble over at the UU department.

Which civs are UU/UB less now?

I am already having problems with the UUs as Joecoolyo said, so if someone could hlep me that would be great.

Joecoolyo
May 06, 2009, 06:47 PM
Which civs are UU/UB less now?

I am already having problems with the UUs as Joecoolyo said, so if someone could hlep me that would be great.

From what I picked out by just eyeballing it, Turkey, New Zealand, Georgia, and Bangladesh.

Oh and about my previous post, I am still committed to this project, its just until school is over I am not going to have anytime to work with the XML. Once summer comes around (and I'm back from my D.C. visitation) I will gladly work on the XML if needed.

sandman730
May 06, 2009, 07:26 PM
From what I picked out by just eyeballing it, Turkey, New Zealand, Georgia, and Bangladesh.

Oh and about my previous post, I am still committed to this project, its just until school is over I am not going to have anytime to work with the XML. Once summer comes around (and I'm back from my D.C. visitation) I will gladly work on the XML if needed.

Im pretty sure that Georgia was on the old civ list.

Joecoolyo
May 06, 2009, 08:37 PM
Im pretty sure that Georgia was on the old civ list.

Really? Well its still UB/UU-less

sandman730
May 06, 2009, 09:17 PM
Really? Well its still UB/UU-less

I know for sure that we have the UU idea, maybe not the XML

Joecoolyo
May 07, 2009, 05:12 PM
I know for sure that we have the UU idea, maybe not the XML

idk know about that, I for one don't remember researching it, did you or someone else? I might have missed it.


Oh btw, how was Six Flags?

sandman730
May 08, 2009, 02:45 PM
idk know about that, I for one don't remember researching it, did you or someone else? I might have missed it.


Oh btw, how was Six Flags?

Im pretty sure I did it.

Six Flags was great.

Joecoolyo
May 08, 2009, 07:09 PM
Lucky, while you were riding Roller Coasters I was stuck at lunch alone :cry: :lol:

Ok good news with you doing the UU n' all :D

cheesemijit
May 17, 2009, 03:19 PM
i found an error in the XML file "CIV4BuildingInfos":

30952 <BonusHealthChanges/>
30953 <BonusHappinessChanges>

am i right with that it should be <BonusHappinessChanges/>?

EDIT: (looked through some more and actually there were a few errors in the "BUILDINGCLASS_COAL_PLANT" section. Here is it fixed, but i still return 1 error for the document: "unable to locate a reference to a supported schema type (DTD, W3C Schema) within this document instance")

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_COAL_PLANT</BuildingClass>
<Type>BUILDING_CSSCOALPLANT</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_CSSCOALPLANT</Description>
<Civilopedia>TXT_KEY_BUILDING_CSSCOALPLANT_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_COAL_PLANT_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_COAL_PLANT</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits/>
<NoBonus>NONE</NoBonus>
<PowerBonus>BONUS_COAL</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>1</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>150</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>66</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>0</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<YieldModifiers>
<iYield>0</iYield>
<iYield>5</iYield>
<iYield>0</iYield>
</YieldModifiers>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound/>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs>
<BuildingClassNeeded>
<BuildingClassType>BUILDINGCLASS_FACTORY</BuildingClassType>
<bNeededInCity>1</bNeededInCity>
</BuildingClassNeeded>
</BuildingClassNeededs>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<ImprovementFreeSpecialists/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>

Joecoolyo
May 17, 2009, 06:12 PM
Your probably right, since you probably know a whole lot more XML then I do (I just started learning for this mod, as I was tasked with making the UB's). And I have no idea about the error, as I have very limited knowledge in the field.

cheesemijit
May 18, 2009, 03:46 AM
i only started learning a few months ago. when i said 'easily' I may have been confident as there are still some things i don't understand yet, my main problem is just navigating through soo much code to find what i want.

i was asked to help with UU's but i can't find the files for the UU's just the UB's

EDIT: there were also some minor errors in the TEXT file, here are both fixed. For the BuildingInfo File i have removed all the non-mod folders so this will have to be copied back into the main XML. i have organised it with comments at the end of each section (really helps with the software i have as it organises into collapsable sections) and added what i believe to be all the missing buildings to a list, from the list on the first page, but i understand there has been some civ changes since then so if you know which are in and which are out can you add/remove them to the list at the bottom (these have no code yet but i will add it when i know which civs are in) could someone update the complete UB and UU list because as i have not been working on this through the changes and i need to know exactly what needs coding.

if i am doing this all wrong please let me know

214632

is it against the forum rules to recommend software?

Joecoolyo
May 18, 2009, 05:37 AM
Well there is a find system in notepad (just go under the edit (or one of those menus) and you'll find the find button).

I'll ask sandman today to post some of his files to see if you can help him.

I think your doing everything right, there is nothing I see wrong with what your doing. Oh but its probably not best to refer to the first page for help, as it hasn't been updated in a while. This post (http://forums.civfanatics.com/showpost.php?p=7746374&postcount=301) has all the UB's that I wasn't able to finish. Some of the ones at the bottom of the list which you put have already been put in the game through another mod, so no need to XML those.

And if you are really having some problems, contact DVS, as he is the that helped me learn XML.

Adhesive86
May 18, 2009, 05:48 AM
Hey,

Which civ list are you guys using? Here is the FINAL civ list:

http://forums.civfanatics.com/showpost.php?p=7754633&postcount=297

This is NOT exactly the same as the first post on the 'final civ list' thread as that first post has not yet been updated.

Hope this helps as this is the final civ list that you should be working to. Sorry if it sounds like i'm all heavy on advice whilst not contributing much- i'm not very technical at all, but i have been following these forums for a while.

cheesemijit
May 18, 2009, 09:47 AM
Do we already have all the Art done for the ArtDefineTag's or do i need to search for existing models?

For now i am doing the USA TV station just to get started.

EDIT: found this: great help http://civ4.wikidot.com/xml:civ4buildinginfos

Joecoolyo
May 18, 2009, 02:14 PM
Hey,

Which civ list are you guys using? Here is the FINAL civ list:

http://forums.civfanatics.com/showpost.php?p=7754633&postcount=297

This is NOT exactly the same as the first post on the 'final civ list' thread as that first post has not yet been updated.

Hope this helps as this is the final civ list that you should be working to. Sorry if it sounds like i'm all heavy on advice whilst not contributing much- i'm not very technical at all, but i have been following these forums for a while.

Its okay dude :D. I already took that list and basically deleted all the civs in which I already XMLed a UB for (you can see my post as a link in my previous post).

Do we already have all the Art done for the ArtDefineTag's or do i need to search for existing models?

For now i am doing the USA TV station just to get started.

EDIT: found this: great help http://civ4.wikidot.com/xml:civ4buildinginfos

Art, I'm not totally sure about, that's probably one of the last things we need to worry about. For now we just need to get all of these buildings in.

Oh, and I talked to sandman and he is having a problem with attaching stuff from his computer into posts, so for now all your help is just needed for UB's. Thank you :goodjob:

cheesemijit
May 18, 2009, 02:50 PM
Are you guys still using the SVN because all the civs in the XML are the old ones. The Excel spreadsheet looks helpfull though, is that up to date?

i done the African Court of Justice (Western African States), tested it in a separate mod and it works fine, so i am off to do the rest. i have a week free to do these but then i have exams.

<BuildingInfo> <!-- African Court of Justice (Western African States) -->
<BuildingClass>BUILDINGCLASS_COURTHOUSE</BuildingClass>
<Type>BUILDING_AFRICAN_COURTHOUSE</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_AFRICAN_COURTHOUSE</Description>
<Civilopedia>TXT_KEY_BUILDING_AFRICAN_COURTHOUSE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_AFRICAN_COURTHOUSE_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_COURTHOUSE</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>ERA_MODERN</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_CODE_OF_LAWS</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_ORGANIZED</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<HappinessTraits/>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>120</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>66</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>-75</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>4</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>10</iCommerce>
</CommerceChanges>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts>
<SpecialistCount>
<SpecialistType>SPECIALIST_SPY</SpecialistType>
<iSpecialistCount>3</iSpecialistCount>
</SpecialistCount>
</SpecialistCounts>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_COURTHOUSE</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs/>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<ImprovementFreeSpecialists/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_ESPIONAGE</FlavorType>
<iFlavor>3</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>

EDIT: The Speadsheet states that the Athletics Centre (Australian) replaces the stadium, but there is no such building in civ and i can't find it in the mod Buildings either (is it the colleseum?). also there are no listed effects of the building, do i need to come up with them?, i am not very good at balancing, or should i just leave the australian UB out?

EDIT AGAIN: i done the Athletics Centre as a collosseum with +2 Health (like the babylonian one) this could be realistic as australia is quite a green country (earth hour started there i think). i am now doing the Betcholim (Isreal) which is a hospitol but i have no idea what bonus i should give it (not listed in spreadsheet).

EDIT AGAIN AGAIN: i gave the Betcholim (Isreal) a +20% unit heal rate (normally has +10%), is this too good or unrealistic. i have no idea what a Betcholim is.

Joecoolyo
May 18, 2009, 03:10 PM
Once again I'm not totally sure about the SVN, best PMing NikNaks about it.

Though great work on the UB! You've been such a great help :D

NikNaks
May 19, 2009, 09:04 AM
Are you guys still using the SVN because all the civs in the XML are the old ones. The Excel spreadsheet looks helpfull though, is that up to date?I didn't realise the SVN was that out of date. I should be able to fix that with some free time (finally) next week.
i done the African Court of Justice (Western African States), tested it in a separate mod and it works fine, so i am off to do the rest. i have a week free to do these but then i have exams. Awesome! Just one thing - please don't put comments in the files. The XML parser doesn't like it and sometimes chokes.
EDIT: The Speadsheet states that the Athletics Centre (Australian) replaces the stadium, but there is no such building in civ and i can't find it in the mod Buildings either (is it the colleseum?). also there are no listed effects of the building, do i need to come up with them?, i am not very good at balancing, or should i just leave the australian UB out?Your assumption is correct. Colloseum = Stadium

EDIT AGAIN AGAIN: i gave the Betcholim (Isreal) a +20% unit heal rate (normally has +10%), is this too good or unrealistic. i have no idea what a Betcholim is.I thought there was already XML for that. :confused:

cheesemijit
May 19, 2009, 11:38 AM
Awesome! Just one thing - please don't put comments in the files. The XML parser doesn't like it and sometimes chokes.

ok i will get rid of all the comments when i am done, but they are very helpful to me atm as i don't really know the mod well.


I thought there was already XML for that.

not in the file i had... oh dang the file in the SVN has a few more.

Just wondering, does a unique building need to have the civ name in front of it in the xml to work? eg: BUILDING_ARGENTINA_DANCESTUDIO
because some don't. eg: BUILDING_STRATEGIC_AIR_COMMAND

NikNaks
May 19, 2009, 12:16 PM
Strategic Air Command is not a UB - it's related to the MAD Nukes mod ;)

cheesemijit
May 19, 2009, 12:46 PM
ok, but do UB's need the civ name in the building name, there are a few others that are UB's but don't have it (eg:BUILDING_SCIENCE_AND_ELECTRONICS_RESEARCH_FACI LITY). is it neccesary?

Strategic Air Command is not a UB - it's related to the MAD Nukes mod
is that the same for the Nuclear Lab, Nuclear Silo and Laboratory?

NikNaks
May 19, 2009, 01:27 PM
Yes, please put the name of the civ into the name. If others have missed that, if you could change it, that would be awesome. :)

And yes to the other buildings. The normal lab is in default BtS IIRC.

cheesemijit
May 20, 2009, 05:46 AM
is this right for: +5% gold (accumulative) from Gold, Silver, Fish, Copper
for the El Callao Port (Peru)

<BonusYieldModifiers>
<BonusYieldModifier>
<BonusType>BONUS_GOLD</BonusType>
<YieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>5</iYield>
</YieldModifiers>
</BonusYieldModifier>
<BonusYieldModifier>
<BonusType>BONUS_SILVER</BonusType>
<YieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>5</iYield>
</YieldModifiers>
</BonusYieldModifier>
<BonusYieldModifier>
<BonusType>BONUS_FISH</BonusType>
<YieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>5</iYield>
</YieldModifiers>
</BonusYieldModifier>
<BonusYieldModifier>
<BonusType>BONUS_COPPER</BonusType>
<YieldModifiers>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>5</iYield>
</YieldModifiers>
</BonusYieldModifier>

Joecoolyo
May 20, 2009, 02:46 PM
It looks alright to me, though I'm not that fluent in XML speak ;). Its right if it makes it so that port gets a 5% increase in gold bonus for each of those resources.

edit: 700th Post! :dance:

cheesemijit
May 21, 2009, 07:37 AM
hmm thats the thing though i don't know if that is for each resource or for just having the resource present.

Joecoolyo
May 21, 2009, 02:54 PM
Hmm... now that you actually mention it, I'm not sure. I made it such a long time ago I don't even remember... but from my wording (accumulative) I guessing that means 5% for each resource (as in 3 gold would be 15%). Though now that I'm thinking about it, that might be a little over powered considering the size of this map... so, idk. I guess to play it safe for now lets just make it so for each type of resource (numbers of that resource don't matter) it gets a 5% bonus. We can always change it later if it sounds better :).

cheesemijit
May 22, 2009, 02:45 AM
There is no listed effects for the Estadio de Futebol (Brazil), i gave it +10% culture but i don't know if that is realistic or balanced. will there be a resource for Sports? like there is for movies. then we could add happiness per sport resource or something.

The Fuel Plant (Kazakhstan) in the Spreadsheet says "- 25% gold (5% added for each resource supplied: coal, oil, uranium)", does this mean it gives 25% less or 25% more, others have a "-" and then a "+" so i assumed the "-" is just there as a point. eg: "- +50% Gold when supplied with Oil, Gems, Gold, Coal..."

Joecoolyo
May 22, 2009, 09:41 AM
The Estadiode Futebal, I believe that was another UB that we borrowed from another mod, so no need to XML it.

And for the Fuel Plant, yeah it means it gets a plus 25%, the "-" is merely substitute for a bullet point. When typing it up I must have forgotten to put the "+" sign in front of it, sorry for any confusion there.

Lord Neil
May 23, 2009, 09:39 PM
I noticed that there are no units or buildings for the Russian Federation, is there a specific reason or have people just not gotten around to it?

I believe that a T-95 would be a perfect UU for Russia if it is not already one. However since it is still in development and is supposed to be released soon so we do not know exactly what it looks like, but apparently it will look similar to the "Black Eagle" tank and T-90 tank currently in use.

T-95 Wiki (http://en.wikipedia.org/wiki/T-95)
T-90 Wiki (http://en.wikipedia.org/wiki/T-90)
Black Eagle Wiki (http://en.wikipedia.org/wiki/Black_Eagle_tank)

sandman730
May 23, 2009, 10:09 PM
I noticed that there are no units or buildings for the Russian Federation, is there a specific reason or have people just not gotten around to it?

I believe that a T-95 would be a perfect UU for Russia if it is not already one. However since it is still in development and is supposed to be released soon so we do not know exactly what it looks like, but apparently it will look similar to the "Black Eagle" tank and T-90 tank currently in use.

T-95 Wiki (http://en.wikipedia.org/wiki/T-95)
T-90 Wiki (http://en.wikipedia.org/wiki/T-90)
Black Eagle Wiki (http://en.wikipedia.org/wiki/Black_Eagle_tank)

Russia is one of the "weapons dealers" which means that they will have multiple UUs. This is why no one has done any UUs for Russia. I do not know why no one did the UB, I would ask Joecoolyo.

Joecoolyo
May 25, 2009, 11:14 AM
I noticed that there are no units or buildings for the Russian Federation, is there a specific reason or have people just not gotten around to it?

I believe that a T-95 would be a perfect UU for Russia if it is not already one. However since it is still in development and is supposed to be released soon so we do not know exactly what it looks like, but apparently it will look similar to the "Black Eagle" tank and T-90 tank currently in use.

T-95 Wiki (http://en.wikipedia.org/wiki/T-95)
T-90 Wiki (http://en.wikipedia.org/wiki/T-90)
Black Eagle Wiki (http://en.wikipedia.org/wiki/Black_Eagle_tank)

I think we're going to use the UB it already has in the game, since it is a very late (or modern era) one. And as Sandman said, Russia is a weapons dealer nation, so it will have more than one UU ;).

sandman730
Jul 06, 2009, 07:17 PM
My current UU XML file is attached for those who asked for it (joecoolyo & cheesemijit).

cheesemijit
Jul 07, 2009, 11:37 AM
thanks sandman. are you done with this mod now or are you still working on it?

sandman730
Jul 07, 2009, 03:36 PM
I'm still in.

sandman730
Jul 09, 2009, 04:39 PM
Finished some UUs and updated UU list:


Ones that I have no clue on how to do (bold is what I don't know how to do):


Algeria- Sûreté nationale (replaces infantry)
strength: 18
movement: 1
cost: 120
+25% vs. Gunpowder Units
can see espionage units

Egypt- Central Security Forces (replaces infantry)
+25% defence
Can see :espionage:

Columbia- AFEUR (replaces infantry)
+3 strength
+25% defense
+50% against terrorists

Peru- PR-72P (replaces battleship)
+2 strength
can attack land units from the water

North Korea- Taepodong 2 (replaces tactical nuke)
range: 6 (+2)
Cost: 300 (+50)
+25% more damage
Can nuke enemy territory
Can evade interception (50% chance)

Taiwan-Sky Bow III (replaces Mobile SAM)
:strength:: 24
:move:: 2
Cost: 200
Can intercept aircrafts (50% chance)
Can intercept nukes (50% chance)
+50% against helecopters

Sri Lanka- Unicorn (land transport)
:strength:: 20
:move:: 3
Cost: 150
Can carry 3 units

Indonesia- Pindad Panser (land transport)
:strength:: 24
:move:: 3
Cost: 200
Can hold 3 units

Chile- Carabineros (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
can see espionage units


Working on:


Myanmar- BTR-3 (replaces anti-tank)
:strength:: 20
:move:: 2
Cost: 100
Starts with Ambush
+75% vs. Armored units
Can intercept aircraft (20% chance)
Need Anti-Tank XML File

Australia- Anzac (replaces destroyer)
:strength:: 30
:move: 8
Cost: 275
Can see submarines
Can intercept aircraft (50% chance)
Can bombard city defenses (-16%/turn)
+50% against submarines
+50% against other ships

India- Sukhoi Su-30MKI (replaces jet fighter)
:strength:: 26
:move:: 12
Cost: 200
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-20%/turn)

South Africa- Valkyrie (replaces mobile SAM)
:strength:: 24
:move:: 2
Cost: 250
1 First Strike
Can intercept aircraft (50% chance)
+50% vs. Helicopters

Iran-
Revolutionary Guards (replaces infantry)
+15% city defense

Permanent Neutrality-
Militia (like the Swiss army)
replaces infantry
-25% unit cost
-25% strength

Venezuela- Venezuelan Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Argentina- Argentine National Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Kazakhstan- Republican Guard (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Georgia- Georgian Ministry of Internal Affairs special units (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Belarus- Infantry of Belarus (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Ethiopia- Ethiopian Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Sudan- Popular Defense Force (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Angola- Angolan Infantry (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Syria- Syrian Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Saudi Arabia- Lightning Force (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Independent African States- Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

African Union- OAU Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Minor Nations- Infantry of the Minor Nations (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

South American Socialist Allies- SASA Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Some one from the tech department should go through the files and change the tech requirements.

Also, most of the UUs need Civpedia entries

sandman730
Jul 10, 2009, 09:48 AM
Finished some more UUs and updated list (above).

Brownsfan02
Jul 14, 2009, 01:13 PM
US should have Green Berets (not sure if that's spelled right)

Joecoolyo
Jul 14, 2009, 09:21 PM
The U.S. is a dealer nation, which means it has more than one UU, I'm not actually sure which ones they just that its already been decided, sorry :undecide:

Brownsfan02
Jul 17, 2009, 11:35 AM
there should be a special ops. team unit. It should be a national unit so you can build only 3 - 5 per country. It can attack without declaring war (50 % chance it will hurt relations with the other country).

stats:

:strength: 40

:move: 2

starts with amphibious and commando can be dropped from planes. Plus 50% against gunpowder units plus 50% against infantry.

Brownsfan02
Jul 17, 2009, 02:00 PM
For UU's for America:

Jet Fighter: F-22 Rapier

Stealth Bomber: B-2 Spirit

Modern Armor: M1 Abrams

Gunship(helicopter): AH-64 Apache

Unique Units for European Union:

Jet Fighter: Rafael

Stealth Bomber: (couldn't think of one sorry)

Modern Armor: Leopard 2

Gunship(helicopter): Tiger Attack Helicopter

Unique Units for Russia:

Jet Fighter: Mig-33 Super Fulcrum

Modern Armor: T-90

ianinsane
Sep 04, 2009, 12:18 PM
OK here is a list of Unique Units. I combined the list from DVS' first post with our new civ list.
Some civs still need a UU and some are part of our later to be implemented arms trade feature and won't need a special UU.

0 USA

1 Canada
CH-124 Sea King and/or Joint Task Force 2 and/or
CC-138 Twin Otter (air transport)
holds 3 units
+2 :move:
15 :strength:
can land on costal waters

2 Mexico
Kaibil (replaces infantry)
+2 :move: (from infantry)
+2 :strength: (from infantry)
stealth

3 Brazil
EMB 314 Super Tucano (replaces fighter)
+25% chance of intercepting other aircrafts
+3 :strength:

4 Argentina
Argentine National Gendarmerie (replaces infantry) got it (http://forums.civfanatics.com/downloads.php?do=file&id=13023)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

5 Peru
PR-72P (replaces battleship)
+2 strength
can attack land units from the water

6 Chile
Carabineros (replaces infantry) got it (http://forums.civfanatics.com/downloads.php?do=file&id=13023)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
can see espionage units

7 Colombia
AFEUR (replaces infantry)
+3 strength
+25% defense
+50% against terrorists

8 Bolivarian Alliance
Venezuelan Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

9 UK
Royal Marines
elite light infantry of the Royal Navy
effective in all combat situations, counter terrorism, special ops, high intensity warfare.
start with hill defence
amphib assualt
50% vs gunpowder
25%vs armour.

10 Spain - red & gold - Jose Zapatero - FIN/CRE
11 France - dark indigo & white - Nicolas Sarkozy - PRO/CRE
12 Germany - gold & black - Angela Merkel - IND/PHI
13 Italy - middle cyan - Silvio Berlusconi - CHA/CRE

14 Sweden
CV9040 (http://en.wikipedia.org/wiki/CV9040)(replaces Mech Inf) got graphics (http://forums.civfanatics.com/downloads.php?do=file&id=8922)
need stats

15 Poland
KTO Rosomak (http://en.wikipedia.org/wiki/KTO_Rosomak) (replaces Mech Inf) got graphics (http://forums.civfanatics.com/downloads.php?do=file&id=10937)
need stats

16 Turkey - pink - Recep Erdogan - PRO/IND

17 Ukraine
T-55AGM (replaces modern armor)
:strength:: 40
:move:: 3
Cost: 200
1 First Strike
Doesn't receive defensive bonuses
Starts with Blitz
Can intercept aircrafts (25% chance)
+50% against armored units

18 Caucasus Union
Georgian Ministry of Internal Affairs special units (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

19 EFTA
Militia (like the Swiss army)
replaces infantry
-25% unit cost
-25% strength

20 EU
- Peacekeeping Taskforce and/or
Eurofighter Typhoon (replaces jet fighter)
strength: 26
movement: 12
cost: 200
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-16%/turn)

21 Libya
this can only be the notorious
Amazon Guard (http://www.weeklystandard.com/weblogs/TWSFP/227488615_389ebd1ff0_o.jpg) (replaces Paratrooper) got graphics here (http://forums.civfanatics.com/downloads.php?do=file&id=12789)or here (http://forums.civfanatics.com/downloads.php?do=file&id=12788)
need stats

22 Egypt
Central Security Forces (replaces infantry)
+25% defence
Can see :espionage:

23 Morocco - light brown - Abbas el Fassi - PRO/PHI

24 Algeria
Sûreté nationale (replaces infantry)
strength: 18
movement: 1
cost: 120
+25% vs. Gunpowder Units
can see espionage units

25 West African Alliance
MEKO 360 (replaces battleship)
+3 :strength: (from battleship)
can hold 3 units
+2 :move: (from battleship)

26 Belarus
Infantry of Belarus (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

27 East African Alliance - (repeated color to be decided) - Meles Zenawi - AGG/PRO

28 South Africa
Valkyrie (replaces mobile SAM)
:strength:: 24
:move:: 2
Cost: 250
1 First Strike
Can intercept aircraft (50% chance)
+50% vs. Helicopters

29 Saudi Arabia
Lightning Force (replaces infantry) got it (http://forums.civfanatics.com/downloads.php?do=file&id=10337)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

30 Palestine
Izz ad-Din al-Qassam Brigades (replaces Infantry) got it (http://forums.civfanatics.com/showthread.php?p=8003036)
invisible to enemy units
can bombard city defense (-5%/turn)
:strength:: 20
:move: 1

31 Syria
Syrian Infantry (replaces infantry) got it (http://forums.civfanatics.com/downloads.php?do=file&id=10337)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

32 Israel
Merkava Mark IV- Replaces Modern Armor got it (http://forums.civfanatics.com/downloads.php?do=file&id=10712)
- 2 First Strikes
- Doesn't receive defensive bonuses
- Starts with Blitz
- 100% Vs. Helicopter Units

33 Iran
Revolutionary Guards (replaces infantry) got it (http://forums.civfanatics.com/downloads.php?do=file&id=12143)
+15% city defense

34 Vietnam
VPA Militia- Replaces Infantry
- 20 Strength
- 2 Movement
- 100 Cost
- +25% Vs. Gunpowder Units

35 Russia - dark red - Vladimir Putin - PRO/FIN
36 CACO
Republican Guard (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

37 Pakistan - green & white - Asif Zardari - SPI/AGG
38 India
Sukhoi Su-30MKI (replaces jet fighter)
:strength:: 26
:move:: 12
Cost: 200
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-20%/turn)

39 China - dark yellow - Wen Jiabao - IMP/FIN

40 Thailand
HTMS Kamronsin (replaces destroyer)
:strength:: 32
:move:: 9
Cost: 180
Can see submarines
Can intersept aircrafts (30% chance)
Cab bombard city defenses (-18% per turn)
+100% against submarines

41 Indonesia
Pindad Panser (land transport)
:strength:: 24
:move:: 3
Cost: 200
Can hold 3 units

42 ASEAN
BTR-3 (replaces anti-tank)
:strength:: 20
:move:: 2
Cost: 100
Starts with Ambush
+75% vs. Armored units
Can intercept aircraft (20% chance)

43 North Korea
Taepodong 2 (replaces tactical nuke)
range: 6 (+2)
Cost: 300 (+50)
+25% more damage
Can nuke enemy territory
Can evade interception (50% chance)

44 South Korea
K1A1 88-Tank (replaces Modern Armor) got it (http://forums.civfanatics.com/downloads.php?do=file&id=11925)
:strength:: 43
:move:: 2
cost: 200
2 First Strike
Doesn't recieve defensive bonuses
Blitz

45 Japan
Mitsubishi F-2 (replaces jet fighter)
:strength:: 26
:move:: 12
Cost: 120
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-20%/turn)

46 Australia
Anzac (replaces destroyer)
:strength:: 30
:move: 8
Cost: 275
Can see submarines
Can intercept aircraft (50% chance)
Can bombard city defenses (-16%/turn)
+50% against submarines
+50% against other ships

47 Balkan Union - dark purple - Stipe Mesic - CRE/PRO

48 Taiwan
Sky Bow III (replaces Mobile SAM)
:strength:: 24
:move:: 2
Cost: 200
Can intercept aircrafts (50% chance)
Can intercept nukes (50% chance)
+50% against helecopters

NikNaks
Sep 05, 2009, 02:22 PM
Okay, Matty and I will work on those for the second Beta.

Adhesive86
Sep 06, 2009, 07:43 AM
There is a new Brazil mod with UUs and UBs made including Art. See here: http://forums.civfanatics.com/showthread.php?t=333660

UU- Rainforest 'Selva'. Replaces Infantry and free woodsman 1 & 2 promotions

UB- 'Estadio'. Replaces Colosseum and provides one artist specialist.

Note- The author, Rittmeyer, notes the 'Supertucano' to be a close second choice for UU.
I have contacted Rittmeyer and he is very happy for his work to be used. At this stage, whilst it is great to be coming up with our own list, do most agree that it is a good idea to use existing art and UUs/UBs where appropriate and possible? (e.g. Redcoat isn't going to be much good)

NikNaks
Sep 06, 2009, 09:03 AM
Yes, absolutely. If there are any civs that we're missing UUs for that have already been made, that's a very sensible way to go. Are there any more that fit? I know DWOLF made a lot of modern civs, but I think we've got those covered.

ianinsane
Sep 07, 2009, 03:52 AM
Yeah, I stumbled upon some of that kind. I'll look into that as soon as possible.

ianinsane
Sep 07, 2009, 06:56 AM
OK, I got some. I'll edit it. Should I replace the Brazilian UU? I'd say so...

I updated Sweden, Poland, Libya

Chusquero
Oct 12, 2009, 09:39 AM
Hey lads, I took a quick tour in few pages. This work is really good, I'll be happy to test this mod.

I'm in Spain and those UU for EU looks great... "Peacekeeping Taskforce and/or
Eurofighter Typhoon".
I think Peacekeeping Taskforce is ok, but isn't much representative because they're quite standar "Mechanized infantry"; Eurofighter is much better to identify the european "strong focus" because as far as I know was developed by UK, France, Spain and Germany; The other option that I saw was the Leopard 2 that was built by Germany, other countries that have it (like Spain) just can modify it (Leopard 2E). Aswell there is an "Eurocopter" too, Tiger (http://en.wikipedia.org/wiki/Eurocopter_Tiger) used by those countries (http://en.wikipedia.org/wiki/File:Eurocopter_Tiger_operators.jpg), so it could be a common unit for NATO and EU (requiring a project in both civs, so if I'm NATO I need to build my project and wait until EU builds his own. This can give more background to western europe theatre).

Also, in the post #366 it's written "10 Spain - red & gold - Jose Zapatero - FIN/CRE" well... from inside doesn't look like that... the real name is "Jose Luis Rodriguez Zapatero". What I feel is a politician wanting to keep everyone happy, so one of the traits maybe the... +:health: or +:) in each city, because he doesn't look much creative. In other way we'll keep the crysis much longer than the rest of europe, but this prime minister is trying a lot of "crap projected laws" (the stage before it's accepted by the parlament) to help the economy.

I don't know about modding, but if I can help in another way... just let me know.

sandman730
Jan 25, 2010, 02:45 PM
List of UUs we still need:


Ones that I have no clue on how to do (bold is what I don't know how to do):


Algeria- Sûreté nationale (replaces infantry)
strength: 18
movement: 1
cost: 120
+25% vs. Gunpowder Units
can see espionage units

Egypt- Central Security Forces (replaces infantry)
+25% defence
Can see :espionage:

Columbia- AFEUR (replaces infantry)
+3 strength
+25% defense
+50% against terrorists

Peru- PR-72P (replaces battleship)
+2 strength
can attack land units from the water

North Korea- Taepodong 2 (replaces tactical nuke)
range: 6 (+2)
Cost: 300 (+50)
+25% more damage
Can nuke enemy territory
Can evade interception (50% chance)

Taiwan-Sky Bow III (replaces Mobile SAM)
:strength:: 24
:move:: 2
Cost: 200
Can intercept aircrafts (50% chance)
Can intercept nukes (50% chance)
+50% against helecopters

Sri Lanka- Unicorn (land transport)
:strength:: 20
:move:: 3
Cost: 150
Can carry 3 units

Indonesia- Pindad Panser (land transport)
:strength:: 24
:move:: 3
Cost: 200
Can hold 3 units

Chile- Carabineros (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
can see espionage units


Working on:


Myanmar- BTR-3 (replaces anti-tank)
:strength:: 20
:move:: 2
Cost: 100
Starts with Ambush
+75% vs. Armored units
Can intercept aircraft (20% chance)
Need Anti-Tank XML File

Australia- Anzac (replaces destroyer)
:strength:: 30
:move: 8
Cost: 275
Can see submarines
Can intercept aircraft (50% chance)
Can bombard city defenses (-16%/turn)
+50% against submarines
+50% against other ships

India- Sukhoi Su-30MKI (replaces jet fighter)
:strength:: 26
:move:: 12
Cost: 200
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-20%/turn)

South Africa- Valkyrie (replaces mobile SAM)
:strength:: 24
:move:: 2
Cost: 250
1 First Strike
Can intercept aircraft (50% chance)
+50% vs. Helicopters

Iran-
Revolutionary Guards (replaces infantry)
+15% city defense

Permanent Neutrality-
Militia (like the Swiss army)
replaces infantry
-25% unit cost
-25% strength

Venezuela- Venezuelan Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Argentina- Argentine National Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Kazakhstan- Republican Guard (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Georgia- Georgian Ministry of Internal Affairs special units (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Belarus- Infantry of Belarus (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Ethiopia- Ethiopian Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Sudan- Popular Defense Force (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Angola- Angolan Infantry (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Syria- Syrian Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Saudi Arabia- Lightning Force (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Independent African States- Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

African Union- OAU Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Minor Nations- Infantry of the Minor Nations (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

South American Socialist Allies- SASA Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

ianinsane
Jan 26, 2010, 06:39 AM
could you check with the current civ list?

I'm quite sure that it doesn't match with this UU list...

Bahmo
Jan 28, 2010, 12:44 PM
List of UUs we still need:


Ones that I have no clue on how to do (bold is what I don't know how to do):


Algeria- Sûreté nationale (replaces infantry)
strength: 18
movement: 1
cost: 120
+25% vs. Gunpowder Units
can see espionage units

Egypt- Central Security Forces (replaces infantry)
+25% defence
Can see :espionage:

Columbia- AFEUR (replaces infantry)
+3 strength
+25% defense
+50% against terrorists

Peru- PR-72P (replaces battleship)
+2 strength
can attack land units from the water

North Korea- Taepodong 2 (replaces tactical nuke)
range: 6 (+2)
Cost: 300 (+50)
+25% more damage
Can nuke enemy territory
Can evade interception (50% chance)

Taiwan-Sky Bow III (replaces Mobile SAM)
:strength:: 24
:move:: 2
Cost: 200
Can intercept aircrafts (50% chance)
Can intercept nukes (50% chance)
+50% against helecopters

Sri Lanka- Unicorn (land transport)
:strength:: 20
:move:: 3
Cost: 150
Can carry 3 units

Indonesia- Pindad Panser (land transport)
:strength:: 24
:move:: 3
Cost: 200
Can hold 3 units

Chile- Carabineros (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
can see espionage units


Working on:


Myanmar- BTR-3 (replaces anti-tank)
:strength:: 20
:move:: 2
Cost: 100
Starts with Ambush
+75% vs. Armored units
Can intercept aircraft (20% chance)
Need Anti-Tank XML File

Australia- Anzac (replaces destroyer)
:strength:: 30
:move: 8
Cost: 275
Can see submarines
Can intercept aircraft (50% chance)
Can bombard city defenses (-16%/turn)
+50% against submarines
+50% against other ships

India- Sukhoi Su-30MKI (replaces jet fighter)
:strength:: 26
:move:: 12
Cost: 200
Can intercept aircraft (100% chance)
Can destroy tile improvements and bomb city defenses (-20%/turn)

South Africa- Valkyrie (replaces mobile SAM)
:strength:: 24
:move:: 2
Cost: 250
1 First Strike
Can intercept aircraft (50% chance)
+50% vs. Helicopters

Iran-
Revolutionary Guards (replaces infantry)
+15% city defense

Permanent Neutrality-
Militia (like the Swiss army)
replaces infantry
-25% unit cost
-25% strength

Venezuela- Venezuelan Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Argentina- Argentine National Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Kazakhstan- Republican Guard (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Georgia- Georgian Ministry of Internal Affairs special units (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Belarus- Infantry of Belarus (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Ethiopia- Ethiopian Militia (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Sudan- Popular Defense Force (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

Angola- Angolan Infantry (replaces infantry)
strength: 16
movement: 1
cost: 80
+25% vs. Gunpowder Units

Syria- Syrian Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Saudi Arabia- Lightning Force (replaces infantry)
strength: 22
movement: 1
cost: 160
+25% vs. Gunpowder Units

Independent African States- Gendarmerie (replaces infantry)
strength: 20
movement: 1
cost: 160
+25% vs. Gunpowder Units
starts with city defense I

African Union- OAU Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Minor Nations- Infantry of the Minor Nations (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

South American Socialist Allies- SASA Infantry (replaces infantry)
strength: 18
movement: 1
cost: 100
+25% vs. Gunpowder Units

Quite a bit more than that, actually--we also are doing tanks and jet fighters. I've done some of my own work on those, so I'll send you my files. Also, keep in mind that I think you need to include the normal type of unit for each class, so the game knows what the UUs are replacing.

I'd like it if this crew became a little bit more coordinated, so I think you should look at Sheep's post in page three of the other Units thread. The original idea, and the one I followed before I knew somebody else was doing units, was to have some nations with starting units that are unbuildable because they were purchased from other nations that once built them but ceased to when they developed better types. So when I coded for units I made all of these obsolete replace the default "tank" unit and set them to unbuildable. (You can can do this with any unit by setting their "icost" tag to "-1".) They also aren't unique units as more than one nation uses them. When nations develop a little more, the plan is to let them actually manufacture their own tanks. And naturally, some already can. Does anybody know if that idea was abandoned?

Also, how about increased hills combat for the Swiss militia unit?

Bahmo
Feb 04, 2010, 07:34 PM
Here are my unit files. They aren't done; I submit them in case you want to coordinate efforts with me.

sandman730
Feb 09, 2010, 09:18 PM
I haven't worked on these for about a year, and I'm not really sure what changes everyone made, so I probably won't be the best one to complete the UUs. Also, I have no idea how to do a lot of them or how the arms trade is going to work, so it would be better if a more experienced programer were to finish them up.

Bahmo
Feb 11, 2010, 06:57 PM
I can do that. A question for the mod's directors, though: Are we still using the system where certain nations have obsolete tanks and aircraft that aren't buildable, forcing them to research and industrialize to produce modern ones?

NikNaks
Feb 12, 2010, 12:19 PM
I don't remember discussing that system, so I can't really say if it was planned, but it's certainly not set-up to work like that at the minute. I think it'd be a good idea, though.

Bahmo
Feb 13, 2010, 04:53 PM
Setting it up is a very minimal affair. All one needs to do is make certain vehicles unbuildable and add them in the Worldbuilder, as well as make some nations research modern MBTs/Fighters. I think I'll keep going that route, and I'll also merge in what Sandman got done.

sheep21
Feb 28, 2010, 05:15 PM
I have... returned to do more data mining...