jpinard
Martian
Awesome. Thanks!
You can add my CIV4FormationInfos.xml in XML\Units,
then open CIV4UnitInfos.xml to edit this:
<iGroupSize>------"how many units"
and
<FormationType>------"FORMATION_TYPE_A to FORMATION_TYPE_E"
e.g.
<UnitMeshGroups>
<iGroupSize>9</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>9</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_ENG</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_C</FormationType>
<HotKey/>
<UnitArtInfo>
<Type>ART_DEF_UNIT_CELTS_PIKEMAN</Type>
<Button>,Art/Interface/Buttons/Units/Pikeman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,1</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Celts_Pikeman/pikeman.nif</NIF>
<KFM>Art/Units/Pikeman/Pikeman.kfm</KFM>
<SHADERNIF>Art/Units/Pikeman/Pikeman_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Danrell - Are you sure you've got the right pikeman.nif in the zip? I feel almost positive I have everything correct and it's still showing up as the old pikeman.
Here's what I have:
* Pikeman_German folder renamed to Celts_Pikeman
* That folder is dropped in the \\CustomAssets\art\units\\ directory
* Here's the text I added for the Civ4ArtDefines_Unit.xml
Code:<UnitArtInfo> <Type>ART_DEF_UNIT_CELTS_PIKEMAN</Type> <Button>,Art/Interface/Buttons/Units/Pikeman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,7,1</Button> <fScale>0.44</fScale> <fInterfaceScale>1.0</fInterfaceScale> <bActAsLand>0</bActAsLand> <bActAsAir>0</bActAsAir> <NIF>Art/Units/Celts_Pikeman/pikeman.nif</NIF> <KFM>Art/Units/Pikeman/Pikeman.kfm</KFM> <SHADERNIF>Art/Units/Pikeman/Pikeman_FX.nif</SHADERNIF> <ShadowDef> <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF> <ShadowAttachNode>BIP Pelvis</ShadowAttachNode> <fShadowScale>1.0</fShadowScale> </ShadowDef> <fBattleDistance>0.35</fBattleDistance> <fRangedDeathTime>0.31</fRangedDeathTime> <bActAsRanged>0</bActAsRanged> <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound> <AudioRunSounds> <AudioRunTypeLoop/> <AudioRunTypeEnd/> </AudioRunSounds> </UnitArtInfo>
Everything else is fine. It's an additional UU for the Celts, same stats as Pikeman, it shows up in the Civpedia correctly etc. Just the pikeman model is still the old one.
<UnitArtInfo>
<Type>ART_DEF_UNIT_CELTS_SWORDSMAN</Type>
<Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,2,2</Button>
<fScale>0.42</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Celts_Swordsman/Maceman.nif</NIF>
<KFM>Art/Units/Swordsman/Swordsman.kfm</KFM>
<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>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Oh my goodness. I spent like 6 hours trying to figure this out and you got it in just one second. Thank you! I was getting so frustrated! I have no idea how I missed this in rabbits guide.
Know what else is funny? I made your Teutonic macemen heavy Celtic swordsman... and there's nothing in that line at all. Should there be? Here's what it looks like (but it appears to work just fine):
Code:<UnitArtInfo> <Type>ART_DEF_UNIT_CELTS_SWORDSMAN</Type> <Button>,Art/Interface/Buttons/Units/Worker.dds,Art/Interface/Buttons/Charlemagne_Atlas.dds,2,2</Button> <fScale>0.42</fScale> <fInterfaceScale>1.0</fInterfaceScale> <bActAsLand>0</bActAsLand> <bActAsAir>0</bActAsAir> <NIF>Art/Units/Celts_Swordsman/Maceman.nif</NIF> <KFM>Art/Units/Swordsman/Swordsman.kfm</KFM> <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>0</bActAsRanged> <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound> <AudioRunSounds> <AudioRunTypeLoop/> <AudioRunTypeEnd/> </AudioRunSounds> </UnitArtInfo>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_MACEMAN</Type>
<Button>,Art/Interface/Buttons/Units/Maceman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,8,5</Button>
<fScale>0.6</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Assets/Art/Units/Maceman_German/Maceman.nif</NIF>
<KFM>Art/Units/Maceman/Maceman.kfm</KFM>
<SHADERNIF>Assets/Art/Units/Maceman_German/Maceman.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/MacemanShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine</ShadowAttachNode>
<fShadowScale>.6</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>