CAVEMAN to Cosmos = Prehistoric Alternatives

I would go for the same as everything else, ie both world and national.

All in all it is much more difficult than that. It has to provide better value/yield in settled cities than another improvement but we don't want the normal yields as they don't make sense in the Nomadic era since you will not be working the land that it is built on, it will probably not be inside your "territory" whatever that will be.

Well... that side of it would be in your court to work out the details I suppose ;)
 
@Boonkie do you want to learn how to do simple XML modding? If you do then I can help you get started on some of the more straight forward suggestions you have.
 
@DH Absolutely, I'd love to add in and know what Im doing!

Also, as far as cave burials, Im not 100% on the mechanics like you guys, so Im not sure how much weight what Im about to say holds. But if you want to go with the paleological record, Sima de los Huesos should be a 1 limited world wonder. Im not sure if this is possible, but limited to those with Paleolithism.


I rendered some pictures for you, but stupidly i remembered i dont know how to post pictures. So a pic for the cave burial building:

http://www.gopixpic.com/500/kabayan...02|64|d63bab009a5244afb8e788c83d58642d|l*jpg/

Mapinguari picture:

http://photoshopcreative.com.br/mostratrabalho/galeria-71427.html

http://www.zouknation.net/zouk-blog/page/37/?cat=http://www.zouknation.net/zouk-blog/ (native rendering, just type into the Find field "Happy Halloween, brazil style!"

http://www.taringa.net/posts/paranormal/9709168/10-Criptidos-que-probablemente-no-conocias.html

Kind of shows the player how people can take a plain ordinary animal and make it a "monster".


Paleolithism picture:

http://en.wikipedia.org/wiki/Paleolithic#mediaviewer/File:Gabillou_Sorcier.png

Paleolithism song:
https://www.youtube.com/watch?v=IyLF3y1YJKA
5:47-5:55

I'd prefer to edit it into a mp3 or wav and just post the sound clip, but....shhhh. Irritating. How do I post pictures, mp3s, and such?
 
@Boonkie I meant to ask in a private message because asking in an open forum could be construed as a bullying tactic, sorry.

To post images and other attachments you don't use the "Quick Reply" box. You either use the "Post Reply" button at the top and bottom of the discussion or the "Go Advanced" button below the quick reply box. Either opens up a new page with a larger text box. Down below that is a "Manage Attachments" button. This is what you use to attach jpeg images as thumbnails or any other file you want to share. There are limits on size and file type.

Usually when someone is starting out modding C2C we get people to post your contributions and updates as a file on the discussion forum, ie here and one of the regulars quickly checks it for any problems before uploading it to the SVN. All part of the mentoring curve.

I will set up a folder in the Modules ares of C2C where we will put your contributions. This makes it easier for each of us to work on our bits without tripping over each other. This is where you do the work on your stuff in your copy so you can test what you do works before posting it. (We all do it this way.)

Your folder will be Assets/Modules/Boonkie.

You will need an XML editing program. NotePad++ is one suggested by many. I use XML Marker as I used that when I was a programmer.:)

edit Are you familiar with XML? How simple do you want me to go:mischief:.

The units are a bit easier to add as we can reuse graphics and if this works well see if Sparth can make the buttons.

With the Mapinguari unit I think we should have one for each type of spearman ending with pikemen after which they could be use to build some ceremonial/military building which becomes a tourist attraction.
Unit|Technology|Cost|Combat Strength|Other requirements
Mapinguari (wood)|Simple Wood Working|25x4|5|
Mapinguari (stone)|Spear Making|30x4|5|
Mapinguari (obsidian)|Obsidian Weapons|33x4|6|obsidian
Mapinguari |Copper Working|35x4|7| Wares (copper, bronze or iron)
Mapinguari (pike)|Siege Warfare|95x4|8|Wares (bronze or iron)
Mapinguari (heavy pike)|Armour Crafting|135x4|9|Iron Wares
 
Sure, PM me anytime. Just so you guys know...embarrassing, my extent of programming experience is probably mugen. Biological sciences and law is what my career is actually in. Long story I can fill you in on if you so wish.
As far as bullying tactic, no worries. I never thought you were bullying, just trying to give me the tools to add in, and im honored. I used to play Mugen, so I KNOW what bullying is. And honestly (let me know in PM) if im being annoying Im sorry. We've had people who knew nothing bounce into labs and dictate and it gott old super fast. And I DO NOT want to be that. So please tell me if I am. Having spent so much time in labs, clinics, and observations I'm probably leaps and bounds below most when it comes to programming, but I can learn and would love to. Anyone can pm me anytime. I love how the mod community of Civ has made the game a educational and truthful work of beauty. What Sid Meiers himself turned out was a really blatant taste of midwestern American closemindedness. But that's besides the point...

The indians of SA seemed kind of quick to drop animals for even the most basic tech with metals. Would they have kept it as a tamed animal after copper and bronze? Thats you and TB call. I definitely feel after iron or bronze, it should become a permanent tourist attraction, since even right now in Brazil, without having caught a living sloth, it is used as a tourist attraction. Statues, food, songs, stories, etc. Their bigfoot. Which makes me wonder...if Gigantopithecus is added to the game, could the same code be just copied and pasted to him? A NA warbeast turned tourist attraction? Or with a dedicated temple, like in Tibet?
 
Don't worry too much about your previous modding experience! Some things you can start of are very simple and if you like it, are patient and have some time you can easily get into the more complex stuff. I had no idea about modding as well and in the end I was quite handy here, so you can do it as well.
 
Attached is the latest Mapinguari unit and Mapinguari Compound building. This is just a replacement of what you already have as I will walk you through what needs to be done to make the new upgraded units.

I need to check the Tech Tree but we need to decide if this counts as a domesticcated Mega Fauna unit or not. If it does then we should not have the unit available until then. Otherwise we can have it earlier but have a change occur at Mega Fauna Domestication.

For example before Mega Fauna Domestication the only way you can get the unit is by upgrading a captured ground sloth but after Mega Fauna Domestication you can build the unit with :hammers:.

I think we should go with
  1. a subdued ground sloth can build a Mapinguari Compound in any city from tech Trap Making(?). This tech is more about small and medium sized animals so maybe the next which is about hunting.
  2. a subdued ground sloth can upgrade to a Mapinguari in the region of a city with the Mapinguari Compound
  3. at Mega Fauna Domestication you can train the Mapinguari using :hammers: in any city with a Mapinguari Compound.
This is different to the other mega fauna units so it may need some changes later to balance it.

The above can be achieved all through the unit and needs no changes to the building.

First of all what we need to do to make all the Mapinguari units. Usually when modding a unit there are three files that are important
  • the file containing the unit art (Mapinguari_CIV4ArtDefines_Unit.XML)
  • the unit class file (Mapinguari_CIV4UnitClassInfos.XML)
  • the unit infos file (Mapinguari_CIV4UnitInfos.XML)

Since we are currently recycling the unit art from the animal we don't yet have to worry about the art file.

Usually there is one entry in the unit class file for each unit defined in the unit infos file. I think infos stands for information with the s indicating that there are many.

Currently the unit class file contains:_
Code:
<?xml version="1.0"?>
<Civ4UnitClassInfos xmlns="x-schema:Mapinguari_CIV4UnitSchema.xml">
	<UnitClassInfos>
		<UnitClassInfo>
			<Type>UNITCLASS_MAPINGUARI_WOODEN</Type>
			<Description>TXT_KEY_UNIT_MAPINGUARI_WOODEN</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>15</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
 		        <DefaultUnit>UNIT_MAPINGUARI_WOODEN</DefaultUnit>
		</UnitClassInfo>
   	</UnitClassInfos>
</Civ4UnitClassInfos>

If you want to find out what each of the tags is about look in the Modiki under Civilization IV entry XML Reference. In there are lists of files based on the folder they are normally found in.

First we need to copy the UnitClassInfo entry, that is everything from <UnitClassInfo> to</UnitClassInfo> inclusive and make entries for the other units. The first we would do is stone. So we copy and paste the wooden then replace wooden with stone in the second entry
Code:
<?xml version="1.0"?>
<Civ4UnitClassInfos xmlns="x-schema:Mapinguari_CIV4UnitSchema.xml">
	<UnitClassInfos>
		<UnitClassInfo>
			<Type>UNITCLASS_MAPINGUARI_WOODEN</Type>
			<Description>TXT_KEY_UNIT_MAPINGUARI_WOODEN</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>15</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
 		        <DefaultUnit>UNIT_MAPINGUARI_WOODEN</DefaultUnit>
		</UnitClassInfo>
		<UnitClassInfo>
			<Type>UNITCLASS_MAPINGUARI_STONE</Type>
			<Description>TXT_KEY_UNIT_MAPINGUARI_STONE</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iMaxPlayerInstances>15</iMaxPlayerInstances>
			<iInstanceCostModifier>0</iInstanceCostModifier>
 		        <DefaultUnit>UNIT_MAPINGUARI_STONE</DefaultUnit>
		</UnitClassInfo>
   	</UnitClassInfos>
</Civ4UnitClassInfos>

You then do that for the rest of the units we want to make.
 

Attachments

  • Mapinguari.7z
    20.4 KB · Views: 74
Next look at the Unit Infos file. Only one unit has been defined so far and it has a couple of omissions.

Spoiler :
Code:
<?xml version="1.0"?>
	<!-- ###################################################################################### -->
<Civ4UnitInfos xmlns="x-schema:Mapinguari_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_MAPINGUARI_WOODEN</Class>
			<Type>UNIT_MAPINGUARI_WOODEN</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_TAMED</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_MAMMAL</SubCombatType>
				<SubCombatType>UNITCOMBAT_MAMMAL_ANTEATER</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_THICK_SKINNED</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_SHARP_CLAWED</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHARGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_ROARING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CONSTRICT</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_RAGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPEED_SLOW</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EXCEPTIONAL</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_HEALS_AS_ANIMALS</SubCombatType>
			</SubCombatTypes>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PILLAGE_COUNTER</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_MAPINGUARI_WOODEN</Description>
			<Civilopedia>TXT_KEY_UNIT_MAPINGUARI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAPINGUARI_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</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>1</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>
			<bWorkerTrade>0</bWorkerTrade>
			<bMilitaryTrade>1</bMilitaryTrade>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs/>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>BUILDING_MAPINGUARI_COMPOUND</PrereqBuilding>
			<PrereqTech>TECH_SIMPLE_WOOD_WORKING</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>4</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>6</iXPValueAttack>
			<iXPValueDefense>3</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iPursuit>35</iPursuit>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>-80</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>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GROUNDSLOTH</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOODEN_SPEARMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_WOODEN_SPEARMAN</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>

We could and probably should cut this down to the minimum amount of tags we need to achieve our goal. Getting rid of tags with out values or with default values makes game start up quicker. Not by much but every little bit is useful.

Step 1. cut the XML down a bit. (I should have done this before posting the attachment sorry.
Code:
<?xml version="1.0"?>
	<!-- ###################################################################################### -->
<Civ4UnitInfos xmlns="x-schema:Mapinguari_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
[B]			<Class>UNITCLASS_MAPINGUARI_WOODEN</Class>
			<Type>UNIT_MAPINGUARI_WOODEN</Type>
[/B]			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_ANIMAL</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_TAMED</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_MAMMAL</SubCombatType>
				<SubCombatType>UNITCOMBAT_MAMMAL_ANTEATER</SubCombatType>
				<SubCombatType>UNITCOMBAT_WEAPON_METHOD_HAND_TO_HAND_ONLY</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_THICK_SKINNED</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_SHARP_CLAWED</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CHARGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_ROARING</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_CONSTRICT</SubCombatType>
				<SubCombatType>UNITCOMBAT_ANIMAL_COMBAT_RAGING</SubCombatType>
				<SubCombatType>UNITCOMBAT_SPEED_SLOW</SubCombatType>
				<SubCombatType>UNITCOMBAT_MOTILITY_FOOT</SubCombatType>
				<SubCombatType>UNITCOMBAT_QUALITY_EXCEPTIONAL</SubCombatType>
				<SubCombatType>UNITCOMBAT_GROUP_PARTY</SubCombatType>
				<SubCombatType>UNITCOMBAT_SIZE_LARGE</SubCombatType>
				<SubCombatType>UNITCOMBAT_HEALS_AS_ANIMALS</SubCombatType>
			</SubCombatTypes>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_PILLAGE_COUNTER</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
[B]			<Description>TXT_KEY_UNIT_MAPINGUARI_WOODEN</Description>
[/B]			<Civilopedia>TXT_KEY_UNIT_MAPINGUARI_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_MAPINGUARI_STRATEGY</Strategy>
			<bWorkerTrade>0</bWorkerTrade>
			<bMilitaryTrade>1</bMilitaryTrade>
[B][COLOR="Red"]			<UnitClassUpgrades/>
[/COLOR][/B]			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<PrereqBuilding>BUILDING_MAPINGUARI_COMPOUND</PrereqBuilding>
[B]			<PrereqTech>TECH_SIMPLE_WOOD_WORKING</PrereqTech>[/B]
[B]			<iCost>-1</iCost>
[/B]			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<iNukeRange>-1</iNukeRange>
[B]			<iCombat>4</iCombat>
[/B]			<iCombatLimit>100</iCombatLimit>
[B]			<iXPValueAttack>6</iXPValueAttack>
			<iXPValueDefense>3</iXPValueDefense>
[/B]			<iPursuit>35</iPursuit>
			<iCityDefense>-80</iCityDefense>
			<iExtraCost>0</iExtraCost>
			<iAsset>0</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_GROUNDSLOTH</EarlyArtDefineTag>
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					[B]<EarlyArtDefineTag>ART_DEF_UNIT_WOODEN_SPEARMAN</EarlyArtDefineTag>[/B]
				</UnitMeshGroup>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					[B]<EarlyArtDefineTag>ART_DEF_UNIT_WOODEN_SPEARMAN</EarlyArtDefineTag>[/B]
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>

The things in bold are the lines we will be changing to create the other units.

Step 2. add in or update tags for making the unit upgrade.

This is the line in bold and red. For the first unit it will change to
Code:
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MAPINGUARI_STONE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>

That will finish the first unit.

Step 3. Copy the unit ie everything from
Code:
<UnitInfo>
			<Class>UNITCLASS_MAPINGUARI_WOODEN</Class>
to
Code:
</UnitInfo>

Paste this in after the last <UnitInfo> and change the values in the fields to
/tag/filed | New value
Class|UNITCLASS_MAPINGUARI_STONE
Type|UNIT_MAPINGUARI_STONE
Description|TXT_KEY_UNIT_MAPINGUARI_STONE
PrereqTech|TECH_SPEAR_MAKING
iCombat|5
EarlyArtDefineTag (both spearmen)|ART_DEF_UNIT_STONE_AGE_SPEARMAN
UnitClassUpgradeType|UNITCLASS_MAPINGUARI_OBSIDIAN
 
RELIGIONS:

+Paleolithism:


"In a trance, I can change myself into a star and visit my friends in the sky...
...and when I return, I drop to the ground and become a person again."
-Tsitano Muburunyara


-Sign in tech tree





Temple:



Monastery:

3rd picture ^



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+Wakan Tanka (Great Spiritism, Judeo-Christianity of the New World):

"&#8220;We see the hand of the Great Spirit in almost everything: the sun, the moon, the trees, the wind and the mountains; sometimes we approach it through them. We believe in the Supreme Being, with a faith much stronger than that of many whites who treated us of pagans&#8230;"
-Tatanka Mani





-Prayer Place:
Not temples, but sacred places to pray to G-D. One such place is some of the cliffs overlooking Colorado, or the grand high valleys in Michigan, overlooking lakes.



-Wi&#269;há&#353;a Wak&#543;á&#331;:
Replaces monastery. A elder medicine man and visionary, expert who fine tunes those blessed to see.



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+The Dreaming

"Dreamings give us our history, our origin, where we started from. They are not made up stories, they are factual events from long ago. Our people have made them into stories so that they are easier for children to understand."
-Regina McKenzie

(just in finding proper photography, Ive already become tired of everything being aliens and ancient Egyptian astronauts. Damn, cant people just be convergent in art? And WHY has everyone been touched and communicated with, or have NA blood? First of all, why in the HELL would a science team from another world, with who-knows-umpteen-things to do be taking time out to monkey around with your monkey a....nevermind. Thats besides the point.)


-The insignia/sign to use when Dreamtime is in your city.




-Great Spirit. I.E. G-D.


-Creation Beings


-Ancestors Petroglyph (A hunter and his dingo)


Heidelberg Man:


 

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+Totemism:






-Insignia when religion in city.

Temple Figurine - The Lion Man:



Monasteries - Invocation Temple?



Gigantopithecus: Just cuz.


Panthera leo spelaea - Cave Lion

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Atheism:
(First to discover theory of evolution)


-Insignia for when atheism is in your city.


-sign in tech tree

Freethinker Group:

-Monastery.

Atheism Society Association:

- Temple. A get-together club.

Temple of Non-Belief:
Equal to the Christian Cathedral, the Jewish synagogue. The MEGA building of Atheism. Requires so many temples before it can be built.


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@Boonkie I don't get as much time as I like to mod and so I haven't gone much beyond the Ground Sloth units. I am now thinking about the animal Guardians and Holy Guardians. The first for the city and the second for a unique improvement. Do you want to expand on your ideas on these?
 
Some absolutely stonking ideas in this thread and I love the idea of expanding the Prehistoric era to include other species of ancient humans, especially as the game starts in 50,000 BCE, when there would have been 3-5 species around. Hat's off to you :goodjob:

At work at the moment so not able to read everything in-depth (will have a proper read later) but one thing I can suggest is re the names. Ancient proto-languages is an area of interest of mine and I'm actually in the process of building my own (based on a mixture of Nostratic and proto-Afroasiatic) so I might be able to help out there. For a Neanderthal, while it's debatable to what extent they actually had a spoken language (as opposed to a music-based communication system of whistles, clicks, etc.), you'd probably want to go back way earlier than Gaelic or Runic to proto-IndoEuropean (PIE) for a name.

Closest I can work out to "Father-of-Other-Sons" would be something along the lines of "Meg Sen Pahter", or "Great Old Father". "Winter-Spring Mother" would be "Ghyem-Wesr Mehter". Alternatively, you could go a mythological route (yup, there's a reconstructed PIE pantheon! xD) with Manu ("Man"), the 1st man, creator of the Earth, and the founder of the concept of religion, or Trito ("Third"), the 3rd man and the first fully-mortal being, as well as the first warrior. Manu would then be Spiritual (1st priest), Nomad (he wandered the Cosmos before creating the Earth), and Fanatical (he sacrificed his brother, Yemo, and used his remains to create the Earth). Trito could be Aggressive and Protective (1st warrior, and overcame the three-headed serpent Ngwhi), and Hunter-Gatherer (1st mortal, therefore 1st person who needed to actually eat).
 
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