Building Request - WW2 Airfield

ww2commander

Emperor
Joined
Aug 23, 2003
Messages
1,243
Location
Australia
I could make it for you...
But on one condition.
The model would be free to use and so do the modcomp.
If you would be successfull you could post the modcomp in Donwnload sections - i'm sure that many ppl (including me) will find it usefull.
 
At the moment I am trying to figure out a proper way to do it.

If your willing to do a rehash of the model then you have all the right to determine if it is free to use ;)
 
My initial thought was to make it a land 'carrier' that cant move and has the same capture properties as worker.

The problems I ran into so far are:
1. When selecting other units on it, the airport image dissapears because the active unit is shown instead.
2. I run the risk of the AI disbanding the unit on capture...which is fair enough but would ruin the purpose in my scenario.

The option I am looking at right now is to have an improvement of the airport and a empty imaged unit on top of it with the stats. I figure I set the improvement to not being able to be pillaged....but this still does not solve the AI disbanding the actual unit.

I really dont want to mess with SDK code! I will keep looking into it and see if a better solution exists.
 
i would create new one rather than modifying existing one. i'll try to sit on it @ weekend.
If you would be succesfull please post modcomp in download section.

Edit - Oh i see good idea, but that's pitty that ai doesn't find the unit usefull and disbands it :(
 
This sounds like a great idea! If for some reason Asioasioasio can't get to it, I'll definitely jump in and help you out. Send me a PM if you need anything.
 
Thanks for the hand guys :)

asioasioasio, I have not confirmed that the AI does disband as my testing so far has been only with placement and movement. That part is only a concern...however I gather there must be a way to define the importance of a unit to the AI so it does not disband it.

If I was to come up with something I would post it immediately as I think the game really lacks flavour since they took this improvement out.

Question for the SDK gurus....how complex would it be to allow air units to rebase on a specific improvement? This would atleast get around using unit and simply having the airfield as a non-pilligable improvement.

I will keep digging around, but at the moment I am also working on a possible reskin for a Russian infantryman that looks similar to the guy on the left of this picture: http://www.rozanehmagazine.com/NoveDec05/Pic50-Soviet.gif. I am only using the NIF viewer to edit this as I cant seem to understand or learn blender or any other 3d app :(

I will also post this guy up once I have come up with a satisfactory looking unit as my first unit (Waffen SS reskin) I posted in units section was dog ugly :(
 
Ok i have model - need just finish making texture and texturing
 
Sweet asioasioasio :D

If the idea does not work in the end, atleast you can still use the model as a ww2 airport for the mods out there.
 
I already posted feedback in the thread on the model and it looks excellent. I personally found the modern looking airport annoying in world war 2 mods.

I am still looking into the airfield idea but some recent reading has made me go back revise some other areas which has eaten into my very limited time. I will have to wait until the weekend to get a good days worth of modding in :(
 
Ok no problem
I think that idea to "cheat the system" and make airfield unit is brilliant - if it would work no sdk would be needed.
 
I am going to have a busy weekend :lol:

Cant wait to get stuck into figuring the best way to do this.
 
I have been doing some testing and have run into an issue I can not figure out. Maybe I am missing something obvious and someone can help me work it out.

The issue is that when trying to capture the unit, the game chooses to destroy it instead.

- The AI chose to destroy the airfield unit when it captured it
- When I captured it from the AI, the outcome was that it got destroyed and not captured.

I then placed a worker on the map and tried capturing him. The end result was that I destroyed him????

I thought that the <Capture> flag in the units XML is supposed to determine what the capture unit outcome is????

Heres the code I have in the XML. As you can see it is identical the the worker unit apart from the domaincargo and graphical tags.

Code:
		<UnitInfo>
			<Class>UNITCLASS_AIRBASE</Class>
			<Type>UNIT_AIRBASE</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>UNITCLASS_AIRBASE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_WORKER</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_AIRBASE</Description>
			<Civilopedia>TXT_KEY_UNIT_AIRBASE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_AIRBASE_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bRivalTerritory>1</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<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>
			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_WORKER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>0</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>0</iMoves>
			<iOilMoveCost>1</iOilMoveCost>
			<iAirRange>0</iAirRange>
			<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>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>0</iCombat>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>0</iXPValueAttack>
			<iXPValueDefense>0</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</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/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>DOMAIN_AIR</DomainCargo>
			<iCargo>5</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>1</iAsset>
			<iPower>0</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>8</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_AIRBASE</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>Art/Interface/Buttons/Units/airbase.dds</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
 
For me the code looks good :(
If i'll find time this week i'll do some research
 
Asio, the whole capture situation does not work as intended. Units get destroyed instead of captured?
 
From you have writen it works like that. Very weird - but when i play game many times i've taken workers from ai - maybe it gives some probability that - 40&#37; you're taikng it and 60% is possible you destroy it.
 
Another thread I read (i cant remember where) said that the SDK does not have a probability. Is there anyway to check this as I dont have a clue what to look for in the SDK :(
 
did you ever get an Airbase improvement for Civ IV working?
 
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