mimic
Magic Box
EDIT 2: please use the latest version of FF as a base for anything you mod for us though because were rebuilding using FF to get the mod 3.19 compatable.
Ah I knocked this up from the xml in warhammer 1.5, glad to hear your rebuilding though I am more familiar with FF's xml.
Spoiler :
Code:
##civ4GameText
<TEXT>
<Tag>TXT_KEY_UNIT_GOTREK_FELIX</Tag>
<English>Gotrek & Felix</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_GOTREK_FELIX_PEDIA</Tag>
<English>Gotrek Gurnisson is a very successful (or unsuccessful, depending on your point of view) Dwarfen slayer, a Dwarf who has brought shame upon himself and has taken an oath to seek death fighting in honourable combat. Like all slayers, Gotrek had shaved his hair into what usually is a cresent shaped mohawk. He is described as large and heavily muscled, and wears a patch to cover an eye which he lost in battle with Orcs and Goblins. He wields a battleaxe imbued with powerful rune magic, having gained this weapon during his first excursion into the northern Chaos Wastes, where he recovered it from the dead son of King Thangrim Firebeard. Gotrek's axe is as powerful as that wielded by the dwarven High King, Thorgrim Grudgebearer. This weapon was the Runemaster's Axe of the lost dwarven fortress of Karag Dum, and supposedly previously belonged to the dwarven deity Grimnir. The elven mage Teclis once read the magical aura of Gotrek, and determined that immense power is flowing from the axe and slowly changing The Slayer into something greater than an ordinary dwarf - having already been proved in the previous eight books when all the creatures gotrek has killed are considered.Felix Jaeger is Gotrek's reluctant companion and "Rememberer." After Gotrek saved Felix from being killed in the Window Tax Riots in Altdorf, Felix, in a drunken stupor, promised to record Gotrek's death so that his honor could be maintained. Dwarfs take oaths very seriously, and so Felix was compelled to travel with Gotrek. Felix is a human with a swordman's physique and long blonde hair, who favours a chain shirt and red cloak. Over years of following Gotrek, Felix has become an accomplished swordsman and duelist. His own weapon is the rune sword Karaghul, a blade with a dragon hilt recovered from the fallen hold of Karak Eight Peaks. A relic of the Order of the Fiery Heart templars, it was forged for the purpose of slaying dragons. It grants him a shield from a dragon's fiery breath, as well as providing a powerful confidence when facing such a creature.</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EVENTTRIGGER_GOTREK_FELIX</Tag>
<English>There have been reports of a legendary dwarf slayer called Gotrek Gurnisson and his rememberer Felix Jaegar travelling through our lands.</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EVENT_GOTREK1</Tag>
<English>Hmph! Gotrek is still alive? time for 'im to meet 'is doom like a true slayer!</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EVENT_GOTREK2</Tag>
<English>They are outlaws in the empire! have them repay their debt in military service.</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EVENT_GOTREK3</Tag>
<English>A troll slayer? hire him, he could be useful.</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EVENT_GOTREK4</Tag>
<English>Leave them be, we have more pressing issues.</English>
</TEXT>
##civ4EventInfos.xml
<EventInfo>
<Type>EVENT_GOTREK4</Type>
<Description>TXT_KEY_EVENT_GOTREK4</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions>
</UnitCombatPromotions>
<UnitClassPromotions>
</UnitClassPromotions>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields>
</BuildingExtraYields>
<BuildingExtraCommerces>
</BuildingExtraCommerces>
<BuildingExtraHappies>
</BuildingExtraHappies>
<BuildingExtraHealths>
</BuildingExtraHealths>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields>
</PlotExtraYields>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
</AdditionalEvents>
<EventTimes>
</EventTimes>
<ClearEvents>
</ClearEvents>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>500</iAIValue>
<iCrime>0</iCrime>
<iGlobalCounter>0</iGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBonus>NONE</PrereqBonus>
<PrereqCivilization>NONE</PrereqCivilization>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqReligion>NONE</PrereqReligion>
<PrereqStateReligion>NONE</PrereqStateReligion>
</EventInfo>
<EventInfo>
<Type>EVENT_GOTREK3</Type>
<Description>TXT_KEY_EVENT_GOTREK3</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>150</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>UNITCLASS_GOTREK_FELIX</UnitClass>
<iNumFreeUnits>1</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions>
</UnitCombatPromotions>
<UnitClassPromotions>
</UnitClassPromotions>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields>
</BuildingExtraYields>
<BuildingExtraCommerces>
</BuildingExtraCommerces>
<BuildingExtraHappies>
</BuildingExtraHappies>
<BuildingExtraHealths>
</BuildingExtraHealths>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields>
</PlotExtraYields>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
</AdditionalEvents>
<EventTimes>
</EventTimes>
<ClearEvents>
</ClearEvents>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>500</iAIValue>
<iCrime>0</iCrime>
<iGlobalCounter>0</iGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBonus>NONE</PrereqBonus>
<PrereqCivilization>NONE</PrereqCivilization>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqReligion>NONE</PrereqReligion>
<PrereqStateReligion>NONE</PrereqStateReligion>
</EventInfo>
<EventInfo>
<Type>EVENT_GOTREK2</Type>
<Description>TXT_KEY_EVENT_GOTREK2</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>UNITCLASS_GOTREK_FELIX</UnitClass>
<iNumFreeUnits>1</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions>
</UnitCombatPromotions>
<UnitClassPromotions>
</UnitClassPromotions>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields>
</BuildingExtraYields>
<BuildingExtraCommerces>
</BuildingExtraCommerces>
<BuildingExtraHappies>
</BuildingExtraHappies>
<BuildingExtraHealths>
</BuildingExtraHealths>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields>
</PlotExtraYields>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
</AdditionalEvents>
<EventTimes>
</EventTimes>
<ClearEvents>
</ClearEvents>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>1000</iAIValue>
<iCrime>0</iCrime>
<iGlobalCounter>0</iGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBonus>NONE</PrereqBonus>
<PrereqCivilization>CIVILIZATION_EMPIRE</PrereqCivilization>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqReligion>NONE</PrereqReligion>
<PrereqStateReligion>NONE</PrereqStateReligion>
</EventInfo>
<EventInfo>
<Type>EVENT_GOTREK1</Type>
<Description>TXT_KEY_EVENT_GOTREK1</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>UNITCLASS_GOTREK_FELIX</UnitClass>
<iNumFreeUnits>1</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions>
</UnitCombatPromotions>
<UnitClassPromotions>
</UnitClassPromotions>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields>
</BuildingExtraYields>
<BuildingExtraCommerces>
</BuildingExtraCommerces>
<BuildingExtraHappies>
</BuildingExtraHappies>
<BuildingExtraHealths>
</BuildingExtraHealths>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts>
</FreeSpecialistCounts>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields>
</PlotExtraYields>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents>
</AdditionalEvents>
<EventTimes>
</EventTimes>
<ClearEvents>
</ClearEvents>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>1000</iAIValue>
<iCrime>0</iCrime>
<iGlobalCounter>0</iGlobalCounter>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBonus>NONE</PrereqBonus>
<PrereqCivilization>CIVILIZATION_DWARVES</PrereqCivilization>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqReligion>NONE</PrereqReligion>
<PrereqStateReligion>NONE</PrereqStateReligion>
</EventInfo>
##civ4EventTriggerInfos.xml
<EventTriggerInfo>
<Type>EVENTTRIGGER_GOTREK_FELIX</Type>
<WorldNewsTexts>
<Text/>
</WorldNewsTexts>
<TriggerTexts>
<TriggerText>
<Text>TXT_KEY_EVENTTRIGGER_GOTREK_FELIX</Text>
<Era>NONE</Era>
</TriggerText>
</TriggerTexts>
<bSinglePlayer>0</bSinglePlayer>
<iPercentGamesActive>100</iPercentGamesActive>
<iWeight>300</iWeight>
<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
<Civic>NONE</Civic>
<iMinTreasury>0</iMinTreasury>
<iMinPopulation>0</iMinPopulation>
<iMaxPopulation>0</iMaxPopulation>
<iMinMapLandmass>0</iMinMapLandmass>
<iMinOurLandmass>0</iMinOurLandmass>
<iMaxOurLandmass>-1</iMaxOurLandmass>
<MinDifficulty>NONE</MinDifficulty>
<iAngry>0</iAngry>
<iUnhealthy>0</iUnhealthy>
<UnitsRequired>
</UnitsRequired>
<iNumUnits>0</iNumUnits>
<iNumUnitsGlobal>0</iNumUnitsGlobal>
<iUnitDamagedWeight>0</iUnitDamagedWeight>
<iUnitDistanceWeight>0</iUnitDistanceWeight>
<iUnitExperienceWeight>0</iUnitExperienceWeight>
<bUnitsOnPlot>0</bUnitsOnPlot>
<BuildingsRequired>
</BuildingsRequired>
<iNumBuildings>0</iNumBuildings>
<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
<iNumPlotsRequired>0</iNumPlotsRequired>
<bOwnPlot>1</bOwnPlot>
<iPlotType>-1</iPlotType>
<FeaturesRequired>
</FeaturesRequired>
<TerrainsRequired>
</TerrainsRequired>
<ImprovementsRequired>
</ImprovementsRequired>
<BonusesRequired>
</BonusesRequired>
<RoutesRequired>
</RoutesRequired>
<ReligionsRequired>
</ReligionsRequired>
<iNumReligions>0</iNumReligions>
<CorporationsRequired>
</CorporationsRequired>
<iNumCorporations>0</iNumCorporations>
<bPickReligion>0</bPickReligion>
<bStateReligion>0</bStateReligion>
<bHolyCity>0</bHolyCity>
<bPickCorporation>0</bPickCorporation>
<bHeadquarters>0</bHeadquarters>
<Events>
<Event>EVENT_GOTREK1</Event>
<Event>EVENT_GOTREK2</Event>
<Event>EVENT_GOTREK3</Event>
<Event>EVENT_GOTREK4</Event>
</Events>
<PrereqEvents>
</PrereqEvents>
<bPrereqEventPlot>0</bPrereqEventPlot>
<OrPreReqs>
</OrPreReqs>
<AndPreReqs>
</AndPreReqs>
<ObsoleteTechs>
</ObsoleteTechs>
<bRecurring>0</bRecurring>
<bTeam>0</bTeam>
<bGlobal>0</bGlobal>
<bPickPlayer>0</bPickPlayer>
<bOtherPlayerWar>0</bOtherPlayerWar>
<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
<bOtherPlayerAI>0</bOtherPlayerAI>
<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
<bPickCity>1</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bShowPlot>1</bShowPlot>
<iCityFoodWeight>0</iCityFoodWeight>
<PythonCanDo/>
<PythonCanDoCity/>
<PythonCanDoUnit/>
<PythonCallback/>
<iPrereqCrime>0</iPrereqCrime>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<PrereqAlignment>ALIGNMENT_GOOD</PrereqAlignment>
<PrereqCivilizationPleased>NONE</PrereqCivilizationPleased>
<PrereqLeader>NONE</PrereqLeader>
<PrereqTrait>NONE</PrereqTrait>
</EventTriggerInfo>
##civ4UnitClassInfos.xml
<UnitClassInfo>
<Type>UNITCLASS_GOTREK_FELIX</Type>
<Description>TXT_KEY_UNIT_GOTREK_FELIX</Description>
<iMaxGlobalInstances>1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_GOTREK_FELIX</DefaultUnit>
</UnitClassInfo>
##Civ4UnitInfos.xml
<UnitInfo>
<Class>UNITCLASS_GOTREK_FELIX</Class>
<Type>UNIT_GOTREK_FELIX</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_GOTREK_FELIX</Description>
<Civilopedia>TXT_KEY_UNIT_GOTREK_FELIX_PEDIA</Civilopedia>
<Strategy/>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>8</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>14</iXPValueAttack>
<iXPValueDefense>12</iXPValueDefense>
<iFirstStrikes>2</iFirstStrikes>
<iChanceFirstStrikes>2</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>1</iConscription>
<iCultureGarrison>4</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>12</iAsset>
<iPower>20</iPower>
<UnitMeshGroups>
<iGroupSize>2</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>2</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_AXEMAN</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_MILITIA_SWORDSMAN_EMPIRE</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<bGraphicalOnly>0</bGraphicalOnly>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<bAbandon>0</bAbandon>
<bAutoRaze>0</bAutoRaze>
<bDisableUpgradeTo>0</bDisableUpgradeTo>
<bExplodeInCombat>0</bExplodeInCombat>
<bFreeXP>0</bFreeXP>
<bImmortal>0</bImmortal>
<bNeverObsolete>0</bNeverObsolete>
<bNoWarWeariness>0</bNoWarWeariness>
<iCombatDefense>8</iCombatDefense>
<iDurationFromCombat>0</iDurationFromCombat>
<iEnslavementChance>0</iEnslavementChance>
<iExtraGoldSupport>0</iExtraGoldSupport>
<iFreePromotionPick>0</iFreePromotionPick>
<iGoldFromCombat>0</iGoldFromCombat>
<iMinLevel>0</iMinLevel>
<iMiscastChance>0</iMiscastChance>
<iModifyGlobalCounter>0</iModifyGlobalCounter>
<iPrereqGlobalCounter>0</iPrereqGlobalCounter>
<iTier>3</iTier>
<iWeaponTier>3</iWeaponTier>
<iWithdrawlProbDefensive>0</iWithdrawlProbDefensive>
<DiploVoteType>NONE</DiploVoteType>
<EquipmentPromotion>NONE</EquipmentPromotion>
<PrereqAlignment>NONE</PrereqAlignment>
<PrereqBuildingClass>NONE</PrereqBuildingClass>
<PrereqCivic>NONE</PrereqCivic>
<PromotionFromCombat>NONE</PromotionFromCombat>
<Image>NONE</Image>
<UnitConvertFromCombat>NONE</UnitConvertFromCombat>
<iUnitConvertFromCombatChance>0</iUnitConvertFromCombatChance>
<UnitCreateFromCombat>NONE</UnitCreateFromCombat>
<iUnitCreateFromCombatChance>0</iUnitCreateFromCombatChance>
<UpgradeCiv>NONE</UpgradeCiv>
<PythonPostCombatLost/>
<PythonPostCombatWon/>
<DamageTypeCombats/>
<BonusAffinities/>
</UnitInfo>
Hmm I'll redo it using FF, with the equipment also. The event is pretty simple though...you can only get it if your good (to prevent silly things like chaos getting it ) empire and dwarves can get the unit for free, and any other "good"civ that gets it has to pay 150 gold if they want the unit otherwise nothing happens.
The event's pretty rare I think, though I could be wrong will have to test.
I would of made the event 4 separate ones but then it could happen multiple times or something so I though this was easier.
Hey your halfling unit and spells are pretty cool!
Thanks!