Colonel Kraken
Deity
UPDATED 06/10/04
NOTE: I no longer provide support for this tutorial. Sorry.
HOW TO ADD UNITS TO C3C
FROM THE BEGINNING
Even if the only thing you're going to do is add units to the game, you should create a scenario. So if you goof up, you don't have to reinstall the game. The first thing you do is setup a scenario folder; name it whatever you like. In this scenario folder you will mimic the file structure of the main Civ III game. For this tutorial, we'll call it My Mod. Add a new folder to the Conquests\Scenarios folder (Click "File" in the upper left hand corner. Select "New" and click on "Folder". Type in the name of your mod. To change the name, right-click on the folder and select "Rename"). In creating this alternate scenario file structure, Conquests will look in your scenario first to find appropriate files it needs. When it can't find the files it needs, it will default to original files. So, all we have to do is add files that are going to change. All the rest stay the same and don't need to be added to our mod.
File Structure
To add units you will add a folder called "Art" inside you scenario folder. Inside of Art will be "Units". In addition, we'll need to add something to a text file called "PediaIcons.txt". Create a folder "Text" inside My Mod. Go to Conquests\Text and copy the PediaIcons.txt file and paste it inside the Text folder inside My Mod. This file we'll be modifying later.
You may also want new Civilopedia icons for your new units (optional), so create a folder inside Art called "Civilopedia"; inside that "Icons"; inside that "Units". You now have a file structure My Mod\Art\Units\ and My Mod\Art\Civilopedia\Icons\Units\ and My Mod\Text\.
Optionally, you may want to create Civilopedia entries for your new units. Copy the Civilopedia file from Conquests\Text and paste it inside your own Text folder in your mod. This you can modify later (I always wait 'till last because it is the least important).
Downloaded Units
Download the zip file for the unit you want and unzip it to My Mod\Art\Units. Sometimes the extracted files set up a separate file structure (so that you could have just extracted it to My Mod), somtimes they do not; it all depends on what the creator decided to do. Just make sure the final file structure is My Mod\Art\Units\My Cool New Unit.
Most all downloaded units have all the files you'll need to have a good looking unit. The minimum files you need to have are the animation files (file extension ".flc" and called "flic files" or "flics") and the INI configuration settings text file (it can be opened with a text editor).
The rest of the files you see in there will, more than likely, need to be moved to a different folder to be used appropriately which we'll get into that later.
There is one very important thing you'll always want to make sure you do for your downloaded units (or any new units, for that matter): The INI name MUST match the folder name exactly! No spaces, stray marks, etc. Well, caps don't matter, but . . . PLEASE make sure you get this right. This is one of the biggest problems people have when adding units.
The Good Stuff
Ok, let's get started for real. Open up the C3C editor and select "Custom Rules" under "Scenario". It'll give you a warning; say, "Yeah, yeah, ok". Click the "Edit" button (not the file menu option edit). Click the Units tab. Click the "Add" button. It'll ask for the new unit name. We'll use "Musket Infantry" for this example.
Probably the first and most important thing you're going to want to do is enter something in the "Civilopedia Entry" section. For a unit, it must start with "PRTO_" followed by your unit's name. In this case "PRTO_Musket_Infantry". Now, you'll notice that there can be no spaces. The spaces between words are filled with underscores. Now start editing the unit as you see fit.
Make note that in order for you to be able to choose the Offense/Defense AI Strategies, the land unit must have at least 1 attack and 1 defense and the Load and Capture flags checked. This has caused some confusion in the past, that's why I mention it. If the unit has a tech prereq, add that; resource prereq's; shield cost; who the unit is available to (important!). To select multiple entries in a list, hold down the "Ctrl" control key while selecting. When creating a unit, also make sure you choose the proper unit "Class", whether or not it is a Land, Sea, or Air unit. Also, here is where you select the city view icon for the unit (the radial dial next to the icon). (See Unit Icons below.)
If you want the unit to upgrade, check the upgrade box and select what unit it upgrades to. Make sure that, if you're inserting a unit into the middle of an upgrade path (in our case Musketman ---> Musket Infantry ----> Rifleman), you modify the upgrade unit for the unit coming before yours. In this case, Musketman upgrades to Swiss Mercenary upgrades to Musketeer upgrades to Rifleman (this is to take into account unique units). So, for Musketeer, change its upgrade unit to "Musket Infantry". Then, have Musket Infantry upgrade to Rifleman. Now our upgrade path is complete. Most Civs will build Musketman (if they have Saltpeter); the Dutch will build Swiss Mercenary; the French will build Musketeer. Then, all those units will be able to upgrade to Musket Infantry, which will in turn upgrade to Rifleman.
Close the edit screen (not the Editor!) and select "Scenario Properties" under "Scenario". Add an entry "My Mod" under scenario search folders. This will ensure that C3C looks in your mod folders for information before it uses the default information. Open up some of the Conquests scenarios and look at these entries to see the structure you can use. For example, in the Pacific War scenario, there's a reference to the PtW WWII units pack for Japan. This is a really good example of what can be done here. Just remember that every "..\" is like using the "Up" folder icon in the Windows browser. Every entry/reference must be separated by a ";" semicolon.
Now that we have the unit the way we want it, DON'T CLICK SAVE! This will save over top your original C3C biq. Instead, we're creating a scenario (or mod), so select "Save As" from the File menu. Save it as My Mod (or whatever you want) and save it to Conquests\Scenarios. Close the editor; we're done with that!
Non-Editor Stuff: PediaIcons.txt
Open up the PediaIcons.txt file you saved in My Mod\Text. Scroll down until you start seeing entries for units. Look for "Musketman". This isn't necessary, but I like to use units that are similar to my new one in case I don't have unique Civilopedia icons for the unit. The entry should look like this:
#ICON_PRTO_Musketman
art\civilopedia\icons\units\14musketmanlarge.pcx
art\civilopedia\icons\units\14musketmansmall.pcx
Copy it. Paste it to the end of the list (I do this so that I can easily keep track of all the units I've added). Change it to look like this:
#ICON_PRTO_Musket_Infantry
art\civilopedia\icons\units\14musketmanlarge.pcx
art\civilopedia\icons\units\14musketmansmall.pcx
Notice that "PRTO_" blah, blah, blah must match the entry you put under "Civilopedia Entry" in the editor. If you have unique pictures (icons) for the Civilopedia, enter the names here. If you're using the Napoleonic scenario unit, it would look something like this:
art\civilopedia\icons\units\X2_NapoleonicInfantry_lg.pcx
art\civilopedia\icons\units\X2_NapoleonicInfantry_sm.pcx
How did I know that? Open up Conquests\Conquests\Napoleonic Europe\Text\PediaIcons.txt. Scroll down to the units section. Voi la, there lie the secret entries for those cool units. Alternatively, go to the Conquests\Art\Civilopedia\Icons\Units folder and find the name of the picture you want to use.
If you've downloaded a unit, it may have Civilopedia images for you. Cut (or Copy) them from your unit folder (My Cool New Unit) and paste them into My Mod\Art\Civilopedia\Icons\Units. There should be 2 files: one large and one small. Make note of the file names and add them to your PediaIcons entry for civilopedia icons.
If the downloaded unit does not have unique Civilopedia images, you'll have to reference ones that already exist in the game. Just copy and paste an entry as I explained above and be sure to enter the appropriate name after "PRTO_".
THIS PART IS VERY IMPORTANT!
Ok, now scroll down to almost the bottom of your PediaIcons.txt file until you start seeing unit entries again that begin with "ANIMNAME_". Copy one of 'em and paste it to the end of the entries. It should look something like this:
#ANIMNAME_PRTO_Musketeer
Musketeer
Change it to:
#ANIMNAME_PRTO_Musket_Infantry
Musket Infantry
You must have an ANIMNAME entry for every unit. The PRTO_Unit_Name is the name of the unit exactly as it appears in the editor under "Civilopdedia Entry". The name below is the name of the unit folder. The name of the unit folder can be different than your PRTO entry, as long as it reflects the name of the unit folder you're using. For example, if you wanted your Musket Infantry to look like a Guards unit, you may choose the "Guard Infantry" animation from the Napoleonic scenario. Your entry would then look like this:
#ANIMNAME_PRTO_Musket_Infantry
Guard Infantry
That's because we're using the Guard Infantry animation.
Now, we're not done yet. Close and say yes to save your PediaIcons.txt. Go to Conquests\Conquests\Napoleonic Europe\Art\Units and copy the "Guard Infantry" folder. Paste it into My Mod\Art\Units.* You're done!! When you start a new game, you'll have Musket Infantry that looks like Guard Infantry at the appropriate tech/resource. (See below, Testing My New Unit)
What if we had used the "Musketman" animation from the Napoleonic scenario? In the Napoleonic Scenario it was ok to call it Musketman because the scenario creator wanted it to replace the original Musketman animation (the new one looks like Revolutionary War British Red Coats). But we don't want to replace the original Musketman in our scenario. So, copy the Musketman folder from the Napoleonic scenario. Paste it into your mod (you should know where by now). Rename the folder to "Musket Infantry". Open the folder and rename "Musketman.ini" to "Musket Infantry.ini". This is muy importante!!! The INI name MUST match the folder name exactly! This is the cause of so many problems. Make sure you get it right!
Unit Icons
What about those cool little City Screen icons for units? That's in the Conquests\Art\Units folder. It's called "Units_32". For our example, we don't need to do anything with it. It already has an icon for the unit we added. Simply make sure you select the appropriate icon for your unit in the editor.
What if I wanted to add an icon? Copy the Units_32 file and paste it to your mod (My Mod\Art\Units). Open it with a graphics program that can open pcx files. Grab the unit icon for your new unit (usually comes with all downloaded units and should have been one of the files that was extracted to My Cool New Unit) and paste it into one of the empty squares. Save. Now when you open the editor and load your scenario, you'll be able to select the new icon. Alternatively, you can download Zulu's Units_32 from CFC. Zulu has a great tutorial concerning the Units_32 file here.
The Civilopedia
Last, but perhaps not least, if you want to add a Civilopedia entry, open up the Civilopedia.txt you pasted into your mod. Copy a unit entry (to ensure the proper structure) and paste it to the end of the units entries. Change the name after PRTO to Musket_Infantry (this entry must match what you put in the editor for "Civilopedia Entry", which makes sense!!). Modify the descriptive text to your heart's content. Alternatively, you can download Steph's very nice Civilopedia editor. Link.
Testing My New Unit
So, you've followed this tutorial, but you don't want to wait until the end of the Middle Ages to make sure your new unit works. No problem.
Save you scenario in "debug" mode. In the editor, select Scenario Properties from the Scenario menu at the top. Checkmark "Debug Mode". Save the scenario.
Start a new game with your scenario. The map will be revealed (that's part of the debug mode). Press [Shift][F1] to get a list of all available units. Select your new unit from the list and click on the map. If you've done everything correctly, your new unit will appear on the map! If you've done something wrong, you'll know right away.
If you want the unit to attack, go into the list of units, select a different country (I always choose Barbarians [which may use any unit in debug] so I don't have to declare war), then select a unit. Attack the Barbarian unit with your new unit.
Enjoy!
So, that's it. You've added a new unit. It sounds more complicated than it really is. Once you get the hang of it, it's really quite simple (if not a little time consuming).
*
NOTE: This tutorial continues two posts down.
NOTE: I no longer provide support for this tutorial. Sorry.
HOW TO ADD UNITS TO C3C
FROM THE BEGINNING
Even if the only thing you're going to do is add units to the game, you should create a scenario. So if you goof up, you don't have to reinstall the game. The first thing you do is setup a scenario folder; name it whatever you like. In this scenario folder you will mimic the file structure of the main Civ III game. For this tutorial, we'll call it My Mod. Add a new folder to the Conquests\Scenarios folder (Click "File" in the upper left hand corner. Select "New" and click on "Folder". Type in the name of your mod. To change the name, right-click on the folder and select "Rename"). In creating this alternate scenario file structure, Conquests will look in your scenario first to find appropriate files it needs. When it can't find the files it needs, it will default to original files. So, all we have to do is add files that are going to change. All the rest stay the same and don't need to be added to our mod.
File Structure
To add units you will add a folder called "Art" inside you scenario folder. Inside of Art will be "Units". In addition, we'll need to add something to a text file called "PediaIcons.txt". Create a folder "Text" inside My Mod. Go to Conquests\Text and copy the PediaIcons.txt file and paste it inside the Text folder inside My Mod. This file we'll be modifying later.
You may also want new Civilopedia icons for your new units (optional), so create a folder inside Art called "Civilopedia"; inside that "Icons"; inside that "Units". You now have a file structure My Mod\Art\Units\ and My Mod\Art\Civilopedia\Icons\Units\ and My Mod\Text\.
Optionally, you may want to create Civilopedia entries for your new units. Copy the Civilopedia file from Conquests\Text and paste it inside your own Text folder in your mod. This you can modify later (I always wait 'till last because it is the least important).
Downloaded Units
Download the zip file for the unit you want and unzip it to My Mod\Art\Units. Sometimes the extracted files set up a separate file structure (so that you could have just extracted it to My Mod), somtimes they do not; it all depends on what the creator decided to do. Just make sure the final file structure is My Mod\Art\Units\My Cool New Unit.
Most all downloaded units have all the files you'll need to have a good looking unit. The minimum files you need to have are the animation files (file extension ".flc" and called "flic files" or "flics") and the INI configuration settings text file (it can be opened with a text editor).
The rest of the files you see in there will, more than likely, need to be moved to a different folder to be used appropriately which we'll get into that later.
There is one very important thing you'll always want to make sure you do for your downloaded units (or any new units, for that matter): The INI name MUST match the folder name exactly! No spaces, stray marks, etc. Well, caps don't matter, but . . . PLEASE make sure you get this right. This is one of the biggest problems people have when adding units.
The Good Stuff
Ok, let's get started for real. Open up the C3C editor and select "Custom Rules" under "Scenario". It'll give you a warning; say, "Yeah, yeah, ok". Click the "Edit" button (not the file menu option edit). Click the Units tab. Click the "Add" button. It'll ask for the new unit name. We'll use "Musket Infantry" for this example.
Probably the first and most important thing you're going to want to do is enter something in the "Civilopedia Entry" section. For a unit, it must start with "PRTO_" followed by your unit's name. In this case "PRTO_Musket_Infantry". Now, you'll notice that there can be no spaces. The spaces between words are filled with underscores. Now start editing the unit as you see fit.
Make note that in order for you to be able to choose the Offense/Defense AI Strategies, the land unit must have at least 1 attack and 1 defense and the Load and Capture flags checked. This has caused some confusion in the past, that's why I mention it. If the unit has a tech prereq, add that; resource prereq's; shield cost; who the unit is available to (important!). To select multiple entries in a list, hold down the "Ctrl" control key while selecting. When creating a unit, also make sure you choose the proper unit "Class", whether or not it is a Land, Sea, or Air unit. Also, here is where you select the city view icon for the unit (the radial dial next to the icon). (See Unit Icons below.)
If you want the unit to upgrade, check the upgrade box and select what unit it upgrades to. Make sure that, if you're inserting a unit into the middle of an upgrade path (in our case Musketman ---> Musket Infantry ----> Rifleman), you modify the upgrade unit for the unit coming before yours. In this case, Musketman upgrades to Swiss Mercenary upgrades to Musketeer upgrades to Rifleman (this is to take into account unique units). So, for Musketeer, change its upgrade unit to "Musket Infantry". Then, have Musket Infantry upgrade to Rifleman. Now our upgrade path is complete. Most Civs will build Musketman (if they have Saltpeter); the Dutch will build Swiss Mercenary; the French will build Musketeer. Then, all those units will be able to upgrade to Musket Infantry, which will in turn upgrade to Rifleman.
Close the edit screen (not the Editor!) and select "Scenario Properties" under "Scenario". Add an entry "My Mod" under scenario search folders. This will ensure that C3C looks in your mod folders for information before it uses the default information. Open up some of the Conquests scenarios and look at these entries to see the structure you can use. For example, in the Pacific War scenario, there's a reference to the PtW WWII units pack for Japan. This is a really good example of what can be done here. Just remember that every "..\" is like using the "Up" folder icon in the Windows browser. Every entry/reference must be separated by a ";" semicolon.
Now that we have the unit the way we want it, DON'T CLICK SAVE! This will save over top your original C3C biq. Instead, we're creating a scenario (or mod), so select "Save As" from the File menu. Save it as My Mod (or whatever you want) and save it to Conquests\Scenarios. Close the editor; we're done with that!
Non-Editor Stuff: PediaIcons.txt
Open up the PediaIcons.txt file you saved in My Mod\Text. Scroll down until you start seeing entries for units. Look for "Musketman". This isn't necessary, but I like to use units that are similar to my new one in case I don't have unique Civilopedia icons for the unit. The entry should look like this:
#ICON_PRTO_Musketman
art\civilopedia\icons\units\14musketmanlarge.pcx
art\civilopedia\icons\units\14musketmansmall.pcx
Copy it. Paste it to the end of the list (I do this so that I can easily keep track of all the units I've added). Change it to look like this:
#ICON_PRTO_Musket_Infantry
art\civilopedia\icons\units\14musketmanlarge.pcx
art\civilopedia\icons\units\14musketmansmall.pcx
Notice that "PRTO_" blah, blah, blah must match the entry you put under "Civilopedia Entry" in the editor. If you have unique pictures (icons) for the Civilopedia, enter the names here. If you're using the Napoleonic scenario unit, it would look something like this:
art\civilopedia\icons\units\X2_NapoleonicInfantry_lg.pcx
art\civilopedia\icons\units\X2_NapoleonicInfantry_sm.pcx
How did I know that? Open up Conquests\Conquests\Napoleonic Europe\Text\PediaIcons.txt. Scroll down to the units section. Voi la, there lie the secret entries for those cool units. Alternatively, go to the Conquests\Art\Civilopedia\Icons\Units folder and find the name of the picture you want to use.
If you've downloaded a unit, it may have Civilopedia images for you. Cut (or Copy) them from your unit folder (My Cool New Unit) and paste them into My Mod\Art\Civilopedia\Icons\Units. There should be 2 files: one large and one small. Make note of the file names and add them to your PediaIcons entry for civilopedia icons.
If the downloaded unit does not have unique Civilopedia images, you'll have to reference ones that already exist in the game. Just copy and paste an entry as I explained above and be sure to enter the appropriate name after "PRTO_".
THIS PART IS VERY IMPORTANT!
Ok, now scroll down to almost the bottom of your PediaIcons.txt file until you start seeing unit entries again that begin with "ANIMNAME_". Copy one of 'em and paste it to the end of the entries. It should look something like this:
#ANIMNAME_PRTO_Musketeer
Musketeer
Change it to:
#ANIMNAME_PRTO_Musket_Infantry
Musket Infantry
You must have an ANIMNAME entry for every unit. The PRTO_Unit_Name is the name of the unit exactly as it appears in the editor under "Civilopdedia Entry". The name below is the name of the unit folder. The name of the unit folder can be different than your PRTO entry, as long as it reflects the name of the unit folder you're using. For example, if you wanted your Musket Infantry to look like a Guards unit, you may choose the "Guard Infantry" animation from the Napoleonic scenario. Your entry would then look like this:
#ANIMNAME_PRTO_Musket_Infantry
Guard Infantry
That's because we're using the Guard Infantry animation.
Now, we're not done yet. Close and say yes to save your PediaIcons.txt. Go to Conquests\Conquests\Napoleonic Europe\Art\Units and copy the "Guard Infantry" folder. Paste it into My Mod\Art\Units.* You're done!! When you start a new game, you'll have Musket Infantry that looks like Guard Infantry at the appropriate tech/resource. (See below, Testing My New Unit)
What if we had used the "Musketman" animation from the Napoleonic scenario? In the Napoleonic Scenario it was ok to call it Musketman because the scenario creator wanted it to replace the original Musketman animation (the new one looks like Revolutionary War British Red Coats). But we don't want to replace the original Musketman in our scenario. So, copy the Musketman folder from the Napoleonic scenario. Paste it into your mod (you should know where by now). Rename the folder to "Musket Infantry". Open the folder and rename "Musketman.ini" to "Musket Infantry.ini". This is muy importante!!! The INI name MUST match the folder name exactly! This is the cause of so many problems. Make sure you get it right!
Unit Icons
What about those cool little City Screen icons for units? That's in the Conquests\Art\Units folder. It's called "Units_32". For our example, we don't need to do anything with it. It already has an icon for the unit we added. Simply make sure you select the appropriate icon for your unit in the editor.
What if I wanted to add an icon? Copy the Units_32 file and paste it to your mod (My Mod\Art\Units). Open it with a graphics program that can open pcx files. Grab the unit icon for your new unit (usually comes with all downloaded units and should have been one of the files that was extracted to My Cool New Unit) and paste it into one of the empty squares. Save. Now when you open the editor and load your scenario, you'll be able to select the new icon. Alternatively, you can download Zulu's Units_32 from CFC. Zulu has a great tutorial concerning the Units_32 file here.
The Civilopedia
Last, but perhaps not least, if you want to add a Civilopedia entry, open up the Civilopedia.txt you pasted into your mod. Copy a unit entry (to ensure the proper structure) and paste it to the end of the units entries. Change the name after PRTO to Musket_Infantry (this entry must match what you put in the editor for "Civilopedia Entry", which makes sense!!). Modify the descriptive text to your heart's content. Alternatively, you can download Steph's very nice Civilopedia editor. Link.
Testing My New Unit
So, you've followed this tutorial, but you don't want to wait until the end of the Middle Ages to make sure your new unit works. No problem.
Save you scenario in "debug" mode. In the editor, select Scenario Properties from the Scenario menu at the top. Checkmark "Debug Mode". Save the scenario.
Start a new game with your scenario. The map will be revealed (that's part of the debug mode). Press [Shift][F1] to get a list of all available units. Select your new unit from the list and click on the map. If you've done everything correctly, your new unit will appear on the map! If you've done something wrong, you'll know right away.
If you want the unit to attack, go into the list of units, select a different country (I always choose Barbarians [which may use any unit in debug] so I don't have to declare war), then select a unit. Attack the Barbarian unit with your new unit.
Enjoy!
So, that's it. You've added a new unit. It sounds more complicated than it really is. Once you get the hang of it, it's really quite simple (if not a little time consuming).
*
An alternative method exists to using other scenario units, whether it be from PtW Extras pack or Conquests scenarios. Although most of us veteran modders should have considered this long ago, Embryodead expounded for the rest of us dunces how to more easily (or at least save hard drive space) use these other units.
Create the unit folder in My Mod\Art\Units called "Musket Infantry". Go to the Napoleonic scenario and open the folder for the unit animation you want. Copy the INI file and paste it inside your Musket Infantry folder. Rename the INI to "Musket Infantry.ini". Add before each file reference entry in the INI:
..\..\..\..\..\Conquests\Napoleonic Europe\Art\Units\Guard Infantry\
This tells Civ where to look for the appropriate files. An example of an actual entry would then look like this:
DEFAULT=..\..\..\..\..\Conquests\Middle Ages\Art\Units\Longship\Longship_default.flc
NOTE: This tutorial continues two posts down.