Help with creating a Unique Missionary?

octo

Chieftain
Joined
Jul 3, 2013
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philadelphia
Hi all,

I was wondering if there's any guides out there on how to create a unique missionary for a modded civilization. From what I've noticed, rather than overriding the vanilla Missionary unit, a Unique Missionary simply exists alongside it, and can also be produced by other civilizations. That is to say, there are two missionary options in the city screen for every single civilization, rather than just one unique missionary for a specific civilization. Is there any way to rectify this problem?
 
I'm not sure; I think they usually have them exist side-by-side and have the unique missionary unable to be produced at all, then use Lua to switch a regular missionary out for a unique one, but truth be told I'm not aware of many mods that add UMs, so I'm not sure. (1 I can think of off-hand)
 
Huh, that would work. I tried learning some from the Tiwanaku civ but all I got was that it replaces the missionaries that pop out from the Borodobur wonder. I'm not sure how to go about doing that other part...
 
I've read other people saying that the missionary is a bit of a special case with respect to making a unique unit out of it. If so, one workaround may be to simply give missionaries of a specific civilization unique promotions (assuming promotions are enough to achieve what you want). Or to give the civilization buildings that provide extra missionary spreads (if you want the civ's missionaries to have extra spreads).
 
Both missionaries and inquisitors are hard-coded to UNIT_ and not UNITCLASS_, so the AI will always buy the standard ones, even if there are civ specific units available. And a lot of the religion logic in the DLL assumes there are no civ specific variants for all three religious units - missionaries, inquisitors and prophets - so will always use the attributes of the standard unit in the decision making process (eg, if you gave a civ specific inquisitor an extra move, the AI playing as that civ would still use the old move rate when path-finding)
 
We have a couple of First Nation civs with Missionary replacements coming up - I'll ask Neirai for you.
 
Ah thanks for the info guys. I was aware of some of the workarounds possible with hidden buildings and such, but was just curious if there was a trick to actually fully replace the missionary itself. I've seen a few of those First Nation civs with Missionary and Prophet replacements. The code in the Lua itself seems pretty straightforward, but what's bothering me most is that other civs can still make the unit. I just want to be done with this darn Mormon mod!
 
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