[WIP] Greek City States

Firebug

Not-so Great Engineer
Joined
Sep 25, 2014
Messages
1,271
Location
Clevedon, England
This mod aims to split Greece up into its most famous and powerful city states.

Currently Planned ideas (Will probably change)
Spoiler :

Sparta - Leonidas
UA - Trained from Birth: +25% growth during war. +25% production of military units during war. (Can't build settlers)
UU - Spartan Hoplites (Spearman): Fight stronger when weak. +15% Combat strength.
UB - Military School (Barracks): For every citizen, gain +5% production towards military units (up to 50%). Also the usual barracks bonuses.

Athens - Pericles
UA - Wisdom of Athena: +25% Great Person generation. When a Great Writer is born get a free social policy. (Can't build settlers)
UU - Athenian Hoplites: 25% Combat strength.
UB - School (Library): +2 Culture for every 3 Citizens in the city. +15% Science in city. Has 2 Writer specialist slots.

Megara - Nisos
UA - Settlers of Byzantium: +150 Culture and Golden Age Points when a city is founded. Cities are founded with 2 Population.
UU - Founder (Settler): Can't be built. Must be purchased with Gold. Ignores terrain and can embark immediatley.
UB - School of Philosophy (National College): Must have Library in every city. +15% culture in the city it is built in and +5 Culture. Gives free social policy rather then a free technology.

Argos - Pheidon
UA - Fertility of Argolis: +2 Food and +1 gold from farms and pastures by fresh water. +1 Food from trade routes and +1 Food for each trade route sent to Argos. (Can't build settlers)
UB - Irrigation Ditches (Aqueduct): +2 Food from farms and plantations by fresh water. +65% food carries over on birth.
UU - Argive Hoplites (Spearman): When stationed in a city, cost no maintenance and produce +3 happiness. +15% strength in territory.

Epirus - Pyrrhus
UA - State of Power: +15% production of military units. Unit maintenance costs -20% less. +15% Combat bonus against larger civ. (Can't build Settlers)
UB - Epirote Hoplites (Spearman): Can use enemy roads. +20% combat strength.
UU - Epirote Elephants (Chariot): Has Fear promotion (-15% strength to adjacent enemy units). Has a melee attack rather then ranged, unlike the chariot it replaces. (Doesn't need ivory)

Thespiae
UA: The Muses - Gets a free Muse at the start of every Era (Except Ancient). Palace, Garden, Monument and Amphitheatre have Great Work of Music slots (Can't build Settlers)
UU: Melanochitones (Replaces Swordsman): Starts with cover ability. +15% combat strength in own territory.
UU: Muses (Replaces Great Musician): Unique Great Person that can be used twice. (Either for 2 Great Works of Music, or 1 Great Work of Music and a Golden Age)

Miletus - Thrasybulus
The Legacy of the Milesians - Great Philosphers generated 50% faster. 100% faster during a Golden Age. Academy yields an extra +1 Science and +4 Culture. (Can't build Settlers)
Great Philosopher (Replaces Great Scientist) - When used produces Culture and Science. Can also build the Academy.
Milesian School (Replaces National College) - +50% Culture and Science in city. +2 Points towards Great Philospher. Two slots for Scientist specialists.


Currently Working on
Currently Deciding

Finished Coding and works ingame
Corinth- Periander
UA - Corinthian Order: +1 Gold, Culture, Faith, Production and Happiness for every 2 Citizens in Corinth. Trade routes to another Civ +2 Happiness. Trade received produces +1 Culture.(Can't build settlers)
UB - Temple of Aphrodite (Temple): +5 Happiness as well as the usual Temple bonuses. +25% Food is carried over when Citizen is born.
UU - Corinthian Hoplite (Spearman): Has 3 moves. Has Charge promotion.

What's needed
Icons and Leaderscreen
Civilopedia


Images
Spoiler :





 
I could take a look at the Corinthian UA, although if you've coded what I suspect you have... Yeah, that might be the problem.

Maybe I misunderstood, but were you asking for Greek spearman graphics? You might see if any of them on this page are fitting.
 
Have you seen the Ancient Mediterranean Civs Greek Epic? Looks like they've covered some similar ground.
 
Well... to that point, More Civs is also doing a Greek split. I'm not sure what that proves. That great minds think alike?
 
As Aggressive kind of suggested, why don't you post the code for the dummy either here or on another thread. I also have a few suspicions on what you could be doing wrong, but without code to look at they're just suspicions based on assumptions based on ouija-board fetishing.

So far as doing a mod that is covering ground others have done or have planned, my feeling is you should build the mod you want to play, or that appeals to you as a mod-maker. We're fast approaching the condition with CIV5 where it is nearly impossible with historical civilizations to not step on ground already trodden by someone else.
 
I've tried 2 things for coding.
A trait that gives the building
Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
  <Traits>
    <Row>
      <Type>TRAIT_CORINTHIAN_ORDER</Type>
      <Description>TXT_KEY_TRAIT_CORINTHIAN_ORDER</Description>
      <ShortDescription>TXT_KEY_TRAIT_CORINTHIAN_ORDER_SHORT</ShortDescription>
	  <FreeBuilding>BUILDING_CORINTHIAN_ORDER</FreeBuilding>
	</Row>
  </Traits>
  <Trait_NoTrain>
          <Row>
			<TraitType>TRAIT_CORINTHIAN_ORDER</TraitType>
			<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
		</Row>
	</Trait_NoTrain>
	<Trait_YieldChangesPerTradePartner>
		<Row>
			<TraitType>TRAIT_CORINTHIAN_ORDER</TraitType>
			<YieldType>YIELD_HAPPINESS</YieldType>
			<Yield>2</Yield>
		</Row>
	</Trait_YieldChangesPerTradePartner>
	<Trait_YieldChangesIncomingTradeRoute>
		<Row>
			<TraitType>TRAIT_CORINTHIAN_ORDER</TraitType>
			<YieldType>YIELD_CULTURE</YieldType>
			<Yield>1</Yield>
		</Row>
	</Trait_YieldChangesIncomingTradeRoute>
  <Language_en_US>
    <Row Tag="TXT_KEY_TRAIT_CORINTHIAN_ORDER">
      <Text> +1 [ICON_GOLD] Gold, [ICON_CULTURE] Culture,[ICON_PEACE] Faith,[ICON_PRODUCTION]Production and [ICON_RES_HAPPINESS_1] Happiness for every 2 [ICON_CITIZEN] Citizens  in Corinth. Trade routes to another Civ +2 [ICON_RES_HAPPINESS_1] Happiness. Trade received produces +1 [ICON_CULTURE] Culture.(Can't build settlers)</Text>
    </Row>
    <Row Tag="TXT_KEY_TRAIT_CORINTHIAN_ORDER_SHORT">
      <Text>Corinthian Order</Text>
    </Row>
  </Language_en_US>
</GameData>

and a Free building on the Civs xml
Code:
<Civilization_FreeBuildingClasses>
    <Row>
      <CivilizationType>CIVILIZATION_CORINTH</CivilizationType>
      <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
    </Row>
	  <Row>
		  <CivilizationType>CIVILIZATION_CORINTH</CivilizationType>
		  <BuildingClassType>BUILDINGCLASS_CORINTHIAN_ORDER</BuildingClassType>
	  </Row>
  </Civilization_FreeBuildingClasses>

Heres the building itself (i haven't made it invisible yet because i want to see if it works)
Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
  <Buildings>
		<Row>
			<Type>BUILDING_CORINTHIAN_ORDER</Type>
			<Description>TXT_KEY_BUILDING_CORINTHIAN_ORDER</Description>
			<Civilopedia>TXT_KEY_CIV5_BUILDINGS_CORINTHIAN_ORDER_TEXT</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_CORINTHIAN_ORDER_STRATEGY</Strategy>
			<Help>TXT_KEY_BUILDING_CORINTHIAN_ORDER_HELP</Help>
			<GoldMaintenance>0</GoldMaintenance>
			<MutuallyExclusiveGroup>-1</MutuallyExclusiveGroup>
			<Capital>1</Capital>
			<NeverCapture>1</NeverCapture>
			<NukeImmune>1</NukeImmune>
			<BuildingClass>BUILDINGCLASS_CORINTHIAN_ORDER</BuildingClass>
			<GreatWorkCount>0</GreatWorkCount>
			<DisplayPosition>32</DisplayPosition>
			<PortraitIndex>19</PortraitIndex>
			<WonderSplashAnchor>R,T</WonderSplashAnchor>
			<IconAtlas>BW_ATLAS_1</IconAtlas>
		</Row>
	</Buildings>
  <!-- Building_AreaYieldModifiers -->
  <!-- Building_BuildingClassHappiness -->
  <!-- Building_BuildingClassYieldChanges -->
  <!-- Building_ClassesNeededInCity -->
  <!-- Building_FreeUnits -->
  <!-- Building_DomainFreeExperiences -->
  <!-- Building_DomainFreeExperiencePerGreatWork -->
  <!-- Building_DomainProductionModifiers -->
  <!-- Building_FreeSpecialistCounts -->
  <Building_Flavors>
    <Row>
      <BuildingType>BUILDING_CORINTHIAN_ORDER</BuildingType>
      <FlavorType>FLAVOR_SCIENCE</FlavorType>
      <Flavor>40</Flavor>
    </Row>
  </Building_Flavors>
  <Building_YieldChangesPerPop>
    <Row>
      <BuildingType>BUILDING_CORINTHIAN_ORDER</BuildingType>
      <YieldType>YIELD_SCIENCE</YieldType>
      <Yield>50</Yield>
    </Row>
	  <Row>
		  <BuildingType>BUILDING_CORINTHIAN_ORDER</BuildingType>
		  <YieldType>YIELD_CULTURE</YieldType>
		  <Yield>50</Yield>
	  </Row>
	  <Row>
		  <BuildingType>BUILDING_CORINTHIAN_ORDER</BuildingType>
		  <YieldType>YIELD_FAITH</YieldType>
		  <Yield>50</Yield>
	  </Row>
	  <Row>
		  <BuildingType>BUILDING_CORINTHIAN_ORDER</BuildingType>
		  <YieldType>YIELD_HAPPINESS</YieldType>
		  <Yield>50</Yield>
	  </Row>
	  <Row>
		  <BuildingType>BUILDING_CORINTHIAN_ORDER</BuildingType>
		  <YieldType>YIELD_PRODUCTION</YieldType>
		  <Yield>50</Yield>
	  </Row>
  </Building_YieldChangesPerPop>
  <Language_en_US>
    <Row Tag="TXT_KEY_BUILDING_CORINTHIAN_ORDER">
      <Text>Corinthian Order</Text>
    </Row>
    <Row Tag="TXT_KEY_CIV5_BUILDINGS_CORINTHIAN_ORDER_TEXT">
      <Text><!-- Add Civilopedia text here --></Text>
    </Row>
    <Row Tag="TXT_KEY_BUILDING_CORINTHIAN_ORDER_STRATEGY">
      <Text>This makes the trait work.</Text>
    </Row>
    <Row Tag="TXT_KEY_BUILDING_CORINTHIAN_ORDER_HELP">
      <Text>This makes the trait work.</Text>
    </Row>
  </Language_en_US>
</GameData>

Those Greek spearmen could be perfect. However the shield would need changing to a Pegasus and the colours changed too.
 
As I suspected. First off, Happiness is not a yield.
Also, <Building_YieldChangesPerPop> have been proven to not work with culture or faith. (and as encore Firaxis stupidly made so that culture, faith, and tourism are technically not yields but act like them.)
 
As I suspected. First off, Happiness is not a yield.
Also, <Building_YieldChangesPerPop> have been proven to not work with culture or faith. (and as encore Firaxis stupidly made so that culture, faith, and tourism are technically not yields but act like them.)

Well ok.... Thanks Firaxis?
Is there any other way i could get that UA to work? If not i can edit it so it just gives more towards Production, Science and Gold.

Another question though
Code:
<Building_YieldChangesPerPop>
    <Row>
      <BuildingType>BUILDING_CORINTHIAN_ORDER</BuildingType>
      <YieldType>YIELD_SCIENCE</YieldType>
      <Yield>50</Yield>
	  </Row>

Yield 50? Can you explain this, it makes no sense to me since i just took the library yield system and it was already on 50.
And can i change it so it doesn't give 1 for every 2? Could i make it so it gives 2 for every 3 for example.
 
That is giving 1 per 2 citizens. It's percentage-wise; e.g. <BuildingType> produces an integer amount of <YieldType> equal to <Yield>% of the population. The key point here is integer, and the game will round down. e.g. 4 citizens will produce 2 science, but so will 5 citizens - 5 citizens will not produce 2.5 science.

2 for every 3, therefore, is simple having <Yield> = 66. (Or 67, depending on how you want to round it)

EDIT: When you said "And can i change it so it doesn't give 1 for every 2?", I apparently didn't pick up on the "doesn't" the first couple times around. :p
 
Thanks a lot.
I was thinking of making it now so that as well as +2 to Production and Gold for every 3 citizens, you would also gain more yield from Engineer and Merchant specialists.
 
This is generally a problem with any building that is not a Palace replacement:
Code:
<Capital>1</Capital>
It makes whichever city such a building is constructed in (or a city it is added-to via lua or some other method) the Empire's capital city. It is NOT used to restrict the building to only be available in the Capital city.

---------------------------------------------------------------------------

Code:
<DisplayPosition>32</DisplayPosition>
has to do with main-map art rendering of the city, and for any building that is NOT a unique replacement for a building that also has the same exact command, should not be used.

---------------------------------------------------------------------------

Code:
<Civilization_FreeBuildingClasses>
    <Row>
      <CivilizationType>CIVILIZATION_CORINTH</CivilizationType>
      <BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
    </Row>
	  <Row>
		  <CivilizationType>CIVILIZATION_CORINTH</CivilizationType>
		  <BuildingClassType>BUILDINGCLASS_CORINTHIAN_ORDER</BuildingClassType>
	  </Row>
  </Civilization_FreeBuildingClasses>
Only works in the capital city, which is fine if that is the only city where you want the extra building.

---------------------------------------------------------------------------

I'm assuming you've defined BUILDINGCLASS_CORINTHIAN_ORDER in a different file. Otherwise you'll get a fail of some kind because of a reference to a building-class that is not defined anywhere in the <BuildingClasses> table.
 
Thanks a lot. I'll go test this now.

Edit: My game crashes when i click play after setting up the match. And none of the logs say anything.
 
attach the built version of the mod itself. There must be something else in there that is causing a conflict. Sometimes even a forgetory to replace this with that when fixing problems can create new problems, which can be frustrating in the extreme.
 
It WAS the first mod i had got to work ingame that i have made however a fix i made must of broken something else, like you said. I'll attach a zip of the mod (all of it)

I've been trying to fix this for ages. But without a log i have to do it manually.
 

Attachments

  • Greek States Pack - Corinth (v 1).rar
    858.3 KB · Views: 45
What I see in the .modinfo file:
Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<Mod id="286f3081-b89d-427d-95e6-7393834bd32b" version="1">
  <Properties>
    <Name>Greek States Pack - Corinth</Name>
    <Stability>Alpha</Stability>
    <Teaser>Corinth led by Periander.
Corinthian Order: +1 Gold, Culture, Faith, Production and Happiness for every 2 Citizens in Corinth.</Teaser>
    <Description>Corinth led by Periander.
Corinthian Order: +1 Gold, Culture, Faith, Production and Happiness for every 2 Citizens in Corinth. Trade routes to other civs produce +2 happiness. Trade routes from other civs produce +1 Culture. (Can't build settlers)</Description>
    <Authors>Firebug</Authors>
    <HideSetupGame>0</HideSetupGame>
    <AffectsSavedGames>1</AffectsSavedGames>
    <MinCompatibleSaveVersion>0</MinCompatibleSaveVersion>
    <SupportsSinglePlayer>1</SupportsSinglePlayer>
    <SupportsMultiplayer>1</SupportsMultiplayer>
    <SupportsHotSeat>1</SupportsHotSeat>
    <SupportsMac>1</SupportsMac>
    <ReloadAudioSystem>0</ReloadAudioSystem>
    <ReloadLandmarkSystem>0</ReloadLandmarkSystem>
    <ReloadStrategicViewSystem>0</ReloadStrategicViewSystem>
    <ReloadUnitSystem>0</ReloadUnitSystem>
  </Properties>
  <Dependencies />
  <References />
  <Blocks />
  <Files>
    <File md5="CA40E42E62E7AEABE8BAB689FB4251E0" import="0">Art/CorinthAtlases.xml</File>
    [COLOR="red"]<File md5="48169B7377D539869719923082DF6784" import="0">Art/CorinthDOM.dds</File>[/COLOR]
    <File md5="259D5C9BF12608C7EF4513282BB52FEC" import="1">Art/CorinthHopliteFlag.dds</File>
    <File md5="210FB853466119C4B50E3C67833BA27E" import="1">Art/CorinthIconAtlas128.dds</File>
    <File md5="11261F999A3F1CC7CE64E898A150A544" import="1">Art/CorinthIconAtlas16.dds</File>
    <File md5="50A8C9ECD3BCB04BF43A38A46D4CE724" import="1">Art/CorinthIconAtlas24.dds</File>
    <File md5="5ECC92391FB9C8C90EB8586A48C9097A" import="1">Art/CorinthIconAtlas256.dds</File>
    <File md5="A2BCC043399470307228B97FD69031ED" import="1">Art/CorinthIconAtlas32.dds</File>
    <File md5="23B21BBB8A4749F8D8B7D532058984F8" import="1">Art/CorinthIconAtlas45.dds</File>
    <File md5="79DBEF28E75DB9256F02E111E1ABB276" import="1">Art/CorinthIconAtlas48.dds</File>
    <File md5="2899C20ED143055A8187C3A306ED281E" import="1">Art/CorinthIconAtlas64.dds</File>
    <File md5="E84F47C4C4204154D0D252F916DCE9CF" import="1">Art/CorinthIconAtlas80.dds</File>
    <File md5="673A6223BE3824C30D938FA1D59B9AD8" import="1">Art/CorinthMap.dds</File>
    <File md5="4943C856A8F715B7D795A2971D2FD86B" import="1">Art/Periander_Scene.dds</File>
    <File md5="E0C865F246B3CFE17727137951769192" import="0">XML/Buildings/TempleofAphrodite.xml</File>
    <File md5="9806A821DC53BBC3EF1436DF9EF17F36" import="0">XML/Buildings/Traitbuilding.xml</File>
    <File md5="473B79543D788544A520BAFDBC0B911C" import="0">XML/Civ/Civilization.xml</File>
    <File md5="87D69560A6B59835530A03EBBF6F699D" import="0">XML/Leader/DiplomacyResponses.xml</File>
    <File md5="DE96A578C36A116FAD51E3212153A9C7" import="0">XML/Leader/Leader.xml</File>
    [COLOR="red"]<File md5="DE9F82B56FF67DD32E492402473289B0" import="0">XML/Leader/Periander_Scene.xml</File>[/COLOR]
    <File md5="BCB32926020F11924EF97E276807D830" import="0">XML/Leader/Trait.xml</File>
    <File md5="D7F221F6304E11C0113C71BBBFAD7567" import="0">XML/Units/Units.xml</File>
  </Files>
  <Actions>
    <OnModActivated>
      <UpdateDatabase>XML/Civ/Civilization.xml</UpdateDatabase>
      <UpdateDatabase>XML/Units/Units.xml</UpdateDatabase>
      <UpdateDatabase>XML/Leader/DiplomacyResponses.xml</UpdateDatabase>
      <UpdateDatabase>XML/Leader/Leader.xml</UpdateDatabase>
      <UpdateDatabase>XML/Leader/Trait.xml</UpdateDatabase>
      <UpdateDatabase>XML/Buildings/TempleofAphrodite.xml</UpdateDatabase>
      <UpdateDatabase>XML/Buildings/Traitbuilding.xml</UpdateDatabase>
      [COLOR="Red"]<UpdateDatabase>XML/Leader/Periander_Scene.xml</UpdateDatabase>[/COLOR]
      <UpdateDatabase>Art/CorinthAtlases.xml</UpdateDatabase>
    </OnModActivated>
  </Actions>
</Mod>
Leaderscenes need to be imported into VFS, not added to the database.
The DOM screen isn't imported into VFS, so it won't show up correctly.

For the building... man, I don't know what you're trying to here. The building isn't a wonder, yet you've given it data for WonderSplashAnchor - yet not for WonderSplashImage, so that might be messing up the UI. And I don't know what setting MutuallyExclusiveGroup to -1 does, but since you're not making a building that isn't supposed to be able to be built in the same city as another building type, there's no reason to be including it.

In the civ file:
Spoiler :
Code:
	<Civilization_Start_Along_Ocean>
		<Row>
			<CivilizationType>CIVILIZATION_VENICE</CivilizationType>
			<StartAlongOcean>1</StartAlongOcean>
		</Row>
	</Civilization_Start_Along_Ocean>

	-<Civilization_Start_Place_First_Along_Ocean>
		<Row>
			<CivilizationType>CIVILIZATION_VENICE</CivilizationType>
			<PlaceFirst>1</PlaceFirst>
		</Row>
	</Civilization_Start_Place_First_Along_Ocean>
You forgot to change CIVILIZATION_VENICE here, which is probably screwing up the AssignStartingPlots sequence. (Oh crap... Now I'll get my mouth washed out with soap! :cry:)

In the units file:
Spoiler :
Code:
  <UnitGameplay2DScripts>
    <Row>
      <UnitType>UNIT_CORINTHIAN_HOPLITE</UnitType>
      <SelectionSound>AS2D_SELECT_CORINTHIAN_HOPLITE</SelectionSound>
      <FirstSelectionSound>AS2D_BIRTH_CORINTHIAN_HOPLITE</FirstSelectionSound>
    </Row>
  </UnitGameplay2DScripts>
It's highly unorthodox to begin with to be making custom unit noise - personally, I don't know anyone who does that. But furthermore, your referencing sounds which you haven't defined - in other words, nonexistent objects - which will cause an error and cause the entire unit file to be discarded. Thus, it makes so that the unit doesn't exist... which causes the civ to only have 1 unique component because the UU just ceased to exist... which makes the civ crash.

A fine example of how one tiny error can throw your entire mod out of whack. :/
 
Wow. Most of those were a case of me using the original units as bases and telling myself to remove that stuff later. I forgot.

Thanks for that! I'll get to work fixing it.
 
These need to be VFS=True
Code:
    <File md5="48169B7377D539869719923082DF6784" import="0">Art/CorinthDOM.dds</File>
    <File md5="DE9F82B56FF67DD32E492402473289B0" import="0">XML/Leader/Periander_Scene.xml</File>
And this needs to be removed from the OnModActivated's
Code:
      <UpdateDatabase>XML/Leader/Periander_Scene.xml</UpdateDatabase>
You have this in your Civilization file:
Code:
	<Civilization_Start_Along_Ocean>
		<Row>
			<CivilizationType>CIVILIZATION_VENICE</CivilizationType>
			<StartAlongOcean>1</StartAlongOcean>
		</Row>
	</Civilization_Start_Along_Ocean>

	-<Civilization_Start_Place_First_Along_Ocean>
		<Row>
			<CivilizationType>CIVILIZATION_VENICE</CivilizationType>
			<PlaceFirst>1</PlaceFirst>
		</Row>
	</Civilization_Start_Place_First_Along_Ocean>
Nowhere in your mod have you defined the Building Class BUILDINGCLASS_CORINTHIAN_ORDER. You have referred to this building class within the definition of the BUILDING_CORINTHIAN_ORDER, and assigned BUILDING_CORINTHIAN_ORDER to BUILDINGCLASS_CORINTHIAN_ORDER but this is not the same things as defining the building class. Add these lines somewhere in your trait-building file:
Code:
	<BuildingClasses>
		<Row>
			<Type>BUILDINGCLASS_CORINTHIAN_ORDER</Type>
			<DefaultBuilding>BUILDING_CORINTHIAN_ORDER</DefaultBuilding>
			<Description>TXT_KEY_BUILDING_CORINTHIAN_ORDER</Description>
		</Row>
	</BuildingClasses>
I made the changes mentioned (and commented the lines referring to Venice) and ran the mod. No crashes. You'll have to do a little work on the icons, but since that stuff is far over my head I'll just say -- nice artwork!

I attached the version of the mod I ran after making the changes.

[edit] -- And also you will have to look at the things Aggressive caught that I missed

You can use this for the sound issue (it is what is actually used by the standard spearman unit):
Code:
<SelectionSound>AS2D_SELECT_PIKEMAN</SelectionSound>
<FirstSelectionSound>AS2D_BIRTH_PIKEMAN</FirstSelectionSound>
Until you make a custom "Art Define" for your unit I think the Greek Hoplite icon is going to show in the game's Strategic View. This should not cause problems, but may confuse the player when they see your custom unit flag in the main map, but the Hoplite's icon in the Strategic View.
 

Attachments

  • Greek States Pack - Corinth (v 1).zip
    879.9 KB · Views: 38
I've got to thank the both of you. This mod works perfect now, except for the icons. But that's just my bad art.


But uuuh...
I checked the files throughly for a mistake
but somehow....

My city was called Maseru?

Edit: HAHA! worked out why. I had another Corinth in the match because i wanted to see the AI and Leaderscreen. You can't have 2 Corinths
 
I'm getting 'Corinth' as the capital city, as specified in the list of cities for your civ. Check the files for your version against my version to see if anything becomes apparant by comparing the two. The fact that the 'list' of city names is only one item long should not matter.

The game will substitute a name taken from another civ if no valid names remain in the list for Civ_X, so for some reason for you it is not seeing 'Corinth' as a good city name for your civ.
 
Not sure if this is any help at all, but please feel free to "steal" anything from Anno Domini - I've got quite a few Greek states in there. A number of these items have come from other sources, such as the excellent Greek pack by Ambrox62, but there's also some original stuff as well.
 
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