strategyonly
C2C Supreme Commander
This is going to be a NEW section for anything you actually want changed in C2C and have NO idea how to do it, just ask.
Also for "Modders" if they are getting to bogged down (like me), requests for C2C "Players" to help out on this great mod, also.
So since i started this, i better start things off then:
Request for Help:
I need someone other than the regular modders to help placing units in C2C, not the art or buttons, just helping out with doing the XML work.
What this in-tales is:
Working on putting units into C2C into three XML files:
1. CIV4UnitInfos
2. CIV4UnitClassInfos
3. CIV4ArtDefines_Unit
That's it, actually pretty simple stuff but having knowledge of actually doing this does help out alot.
1. Example:
2.
3.
If interesting in this unit request, pls contact me by PM only, thx. No need to waste space here if possible.
I hope this section will bring in more people to modding that really dont know how to mod, or even want to give it a shot for experience for future stuff they want to do/change for the betterment of C2C and for that fact just plain modding itself.
Also for "Modders" if they are getting to bogged down (like me), requests for C2C "Players" to help out on this great mod, also.
So since i started this, i better start things off then:
Request for Help:
I need someone other than the regular modders to help placing units in C2C, not the art or buttons, just helping out with doing the XML work.
What this in-tales is:
Working on putting units into C2C into three XML files:
1. CIV4UnitInfos
2. CIV4UnitClassInfos
3. CIV4ArtDefines_Unit
That's it, actually pretty simple stuff but having knowledge of actually doing this does help out alot.
1. Example:
Spoiler :
Code:
<UnitInfo>
<Class>UNITCLASS_COMANCHE_HORSE_ARCHER</Class>
<Type>UNIT_COMANCHE_HORSE_ARCHER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MOUNTED</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_COMANCHE_HORSE_ARCHER</Description>
<Civilopedia>TXT_KEY_UNIT_COMANCHE_HORSE_ARCHER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_COMANCHE_HORSE_ARCHER_STRATEGY</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>1</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>0</bMilitaryTrade>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</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>TECH_MOUNTED_ARCHERY</PrereqTech>
<TechTypes/>
<BonusType>BONUS_COMANCHE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_HORSE</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>70</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</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>6</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>2</iFirstStrikes>
<iChanceFirstStrikes>1</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>20</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>100</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>TERRAIN_GRASS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<iTerrainAttack>50</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_DESERT</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses>
</TerrainDefenses>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>FEATURE_FOREST</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_SWAMP</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
<FeatureDefenses/>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_TREBUCHET</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<UnitClassDefenseMods/>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>5</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>2</iAsset>
<iPower>15</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_COMANCHE_HORSE_ARCHER</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_COMMANDO</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
<iDCMBombAccuracy>60</iDCMBombAccuracy>
</UnitInfo>
2.
Spoiler :
Code:
<UnitClassInfo>
<Type>UNITCLASS_COMANCHE_HORSE_ARCHER</Type>
<Description>TXT_KEY_UNIT_COMANCHE_HORSE_ARCHER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>15</iMaxPlayerInstances>
<iInstanceCostModifier>2</iInstanceCostModifier>
<DefaultUnit>UNIT_COMANCHE_HORSE_ARCHER</DefaultUnit>
</UnitClassInfo>
3.
Spoiler :
Code:
<UnitArtInfo>
<Type>ART_DEF_UNIT_COMANCHE_HORSE_ARCHER</Type>
<Button>Art/Interface/Buttons/Units/comanchehorsearcher.dds</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Unique/Comanche/Comanche_HorseArcher/nativehorsearcher.nif</NIF>
<KFM>Art/Units/HorseArcher/HorseArcher.kfm</KFM>
<SHADERNIF>Art/Units/Unique/Comanche/Comanche_HorseArcher/nativehorsearcher.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
If interesting in this unit request, pls contact me by PM only, thx. No need to waste space here if possible.
I hope this section will bring in more people to modding that really dont know how to mod, or even want to give it a shot for experience for future stuff they want to do/change for the betterment of C2C and for that fact just plain modding itself.