I only used unit models from other mods. I don't have any program and experience in 3D modelling. You can view files in my modpack to check what of them are needed. Check few of them because that number change depending on who made those models. sometimes it is 4 files sometimes more. The only file you mention in sql is .fxsxml file. And remember: DON'T change the name of any of those files (3D model group) because they are all connected. When I changed the names 3D model stopped working. You can see that I always put this model to the different folder not to mix my files and 3D files.@Adan did you manage to get a custom unit model to show in any of your modded units ? If so which one ?
I am still having trouble with mine, and I need some working code to find my error
------------------------------
-- ArtDefine_UnitMemberInfos
------------------------------
INSERT INTO ArtDefine_UnitMemberInfos
(Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
SELECT 'ART_DEF_UNIT_MEMBER_OTTOMANS_DARDANELLESGUN', Scale, ZOffset, Domain, 'Bombard.fxsxml', MaterialTypeTag, MaterialTypeSoundOverrideTag
FROM ArtDefine_UnitMemberInfos WHERE Type = 'ART_DEF_UNIT_MEMBER_CANNON';
------------------------------
-- ArtDefine_UnitInfoMemberInfos
------------------------------
INSERT INTO ArtDefine_UnitInfoMemberInfos
(UnitInfoType, UnitMemberInfoType, NumMembers)
SELECT 'ART_DEF_UNIT_OTTOMANS_DARDANELLESGUN', 'ART_DEF_UNIT_MEMBER_OTTOMANS_DARDANELLESGUN', 1
FROM ArtDefine_UnitInfoMemberInfos WHERE UnitInfoType = 'ART_DEF_UNIT_CANNON';
------------------------------
-- ArtDefine_UnitInfos
------------------------------
INSERT INTO ArtDefine_UnitInfos
(Type, DamageStates, Formation)
SELECT 'ART_DEF_UNIT_OTTOMANS_DARDANELLESGUN', DamageStates, Formation
FROM ArtDefine_UnitInfos WHERE Type = 'ART_DEF_UNIT_CANNON';
Ok. I will change that. Yeah, I was testing few things with unlocking technology and forgot to remove that. Thank you.Why is the oppidum unlocked at construction if it's a great person improvement? It doesn't need to have a prereqtech does it, or it should be set at agriculture?
Sorry, I didn't do my research properly concerning the harbour.
- harbor was given 100hp to city 2 patches ago. remove the increased CP and increase the bonus HP to 100 instead of 50
- I wrote it down wrong. Prize ships should only be given to melee ships. There's no sense giving it to ranged ships
I will fix Sachem's Council. How do you like Sachem's Picture? Will be good? It looks weak when it is small, but in civilopedia 256px version is good I think.@adan_eslavo Looking through your code right now @adan_eslavo. I'll edit this as I continue to comment
- Scrivener's office was changed in the recent patch to have +2 paper instead of 1. Could increase Sachem's council to +3 paper now. Worth considering
- Sachem's council description says it gives +20% to diplo units production, but the code only shows +10%
- Sachem's council does not have the Scrivener's office's 10% of current production added to city's production whenever a citizen is born. Is this intentional?
- Scythed Chariot: I think you should split the scythe mechanics up into component parts. Right now it's one promotions, but it gives the scythe damage, ignores ZOC, and has the rough terrain debuff. It's too much information for 1 promotion.
- Give scythed chariot the 'PROMOTION_ROUGH_TERRAIN_ENDS_TURN' so it's consistent with other chariot units
- I would also consider giving the chariot 'PROMOTION_TARGETING_4' (ignores zone of control), which would give the unit at least 1 component which stays after upgrade.
<Unit_UniqueNames>
<Row>
<UnitType>UNIT_BOMBARD</UnitType>
<UniqueName>TXT_KEY_BOMBARD_1</UniqueName>
</Row>
<Row>
<UnitType>UNIT_BOMBARD</UnitType>
<UniqueName>TXT_KEY_BOMBARD_2</UniqueName>
</Row>
<Row>
<UnitType>UNIT_BOMBARD</UnitType>
<UniqueName>TXT_KEY_BOMBARD_3</UniqueName>
</Row>
</Unit_UniqueNames>
<Language_en_US>
<Row Tag="TXT_KEY_BOMBARD_1">
<Text>Basilic</Text>
</Row>
<Row Tag="TXT_KEY_BOMBARD_1">
<Text>Mohammed's Great Gun</Text>
</Row>
<Row Tag="TXT_KEY_BOMBARD_1">
<Text>Dardanelles Gun</Text>
</Row>
</Language_en_US>
The klepht seems a little on the weak side for an industrial UU. Not sure how relevant it is to be able to move after attack, when they only have 2 movement to begin with. It's a bit odd that they're a ranged unit, but if that's what you're going with, how about Indirect Fire? That would make them even better at fighting in hills, and harder to deal with.Re: the Klepht, how about this?
Spoiler :Klepht: Gatling Gun replacement
unlocked at Rifling
650(vs. 700)
23CS, 45
RCS (CS 2 less than gatling gun, RCS is the same)
Altitude training promotion (+10% CP in rough terrain, double move on hills)
can move after attack
Does not have covering fire promotion
Philhellenism promotion (5 food/production for every CS ally on kill) or (tourism with every major civ on kill) or (10 food/production for every defensive pact and declaration of friendship on kill)
Changes: removed withdraw on attack
reduced defense CS by 2
changed GAP on kill to "philhellenism". Don't know what bonus to give it, or what is possible. My favourite Osborne the first suggestion (food/prod from city states). It synergizes with the Greek UA, which would make the klepht the only UC with overt synergy for Greece
justification: Klephts were bandits who hid in the mountains of Greece, mostly within the Peloponnese. The war for Greek independence had a tremendous amount of sympathy from the West, who felt a cultural debt to Greece. Volunteers raised food, money, even troops from across Europe and North America. The Klephts and Armatoloi, basically the only armed groups inside Greece at the beginning, just had to hold on until popular opinion forced the hands of western powers to intervene. Which they did.
GAP on kills wasn't the best way of modelling this. My aim is to make klephts slippery, but not overly powerful, and to give them something to reflect other civ's support for their cause.
@Blue Ghost, would you like me to go through the text for your UC additions? I have completed my work on Adan’s completed civs and am going to start work on his in-progress ones
That's look really barren. We should find something more original. We have Sentry on half of UUs from this project.UU: Monitor (Ironclad)
56CS (up from 50)
Sentry and Cover I promotions
Looks good. Can we add something to it?UU: Hashemite Raider (Cavalry)
32CS, 48
RCS (up from 30/45)
No movement cost to pillage
Garland Mine promotion (When pillaging, deal 10 damage to adjacent enemy units)
Another pillaging (same thing like Sentry). But I like it is little bit different from Scythed Chariot.Iron Chariot (Skirmisher)
Unlocked at Iron Working
12CS (up from 10)
Armor Plating, Can pillage without cost
Sentry...and it is weak, don't you think?Landwehr (Fusilier)
38CS (up from 35)
Imperial Vigilance (+25% CS in friendly territory)
Sentry (+1 sight)
This the best unit from all 5. Here sentry ability looks well. Does worker enslaving stay after upgrade?Eagle (Swordsman)
16CS (up from 15)
Does not require Iron
Sentry (+1 sight)
50% chance of spawning a Worker when killing a unit
That's a lot of additions to the base harbor. I'd trim it down, just to keep it from being bloated. If you have too many abilities, they just end up pulling focus away from each other.The Tersane is meant to focus almost entirely on production as its main buff, so I'm not concerned if it has more of X than Polynesia, whose building is culture-focused
UB - Fale Tel'eSpoiler :
Harbor replacement
unlocked at Theology
100HP for city
+3, 2
(up from 1
)
+1for every incoming/outgoing trade route on city
no maintenance (down from 2)
When a Sea Trade Route originating here and targeting another Civ is completed, receive a Tourism boost with the Civ based on your recentoutput.
Sea Trade Routes gain +50% Range and +4(up from 2
+1and +2
from Coast and Ocean tiles. (up from 1
/1
)
+25%of Naval units. (up from 15%)
When you construct a Naval Unit in this City, gain 30% ofProduction as
Culture. (a beefed up version of Ottoman's foundry, but for ships only)
+1+1
on Sea Resources
+10% supply cap from pop.
I don't want to buff the tourism boosts off trade routes because the way they are calculated and reported to the player is vague. People probably wouldn't even notice the buff.
I don't want to buff sea resources overmuch because the UA already does that
I don't want to buff ocean food because the UA already does that
I hadn't even noticed how many of those units have pillage/sentry. Yeah, that's definitely something I could work on.re: @Blue Ghost's units, I kinda agree. Some proposals for other promotions to break up the no pillage cost/sentry monotony. Why ARE we so hell-bent on rendering the scout unit line useless?
Desert Raider I can do. The plundering trade routes seems too inconsequential to be worth including. I wanted to give the same effect for pillaging roads as improvements, but the Lua event for pillaging doesn't work for roads, so if that's possible to implement, it's beyond my ability. I think two unique promotions is enough for a unit. If it's not strong enough, I can buff the base CS a bit.Hashemite
- 'Desert Raider' promotion - double movement in desert
- 'Hejaz Railway' promotion - 5XP and 2x gold from plundering trade routes OR receives gold from pillaging roads and railways as if they were improvements
I can do that.Monitor
- drop sentry (doesn't really make sense in this case, the Monitor had horrible sightlines)
- -1 move, double move on coast (bring back the vanilla ironclad promotion. That boat was NOT seaworthy, lol)
I'm a bit hesitant about giving the chariot debuff; it makes sense flavorfully, but it's a pretty significant drawback, and I prefer UUs to be strictly better than what they replace, or at least clearly superior in almost all scenarios. I can do Accuracy or Shock Chariot, but I would like to limit early UUs to two promotions for the sake of simplicity.Iron Chariot (still wish this was melee...)
- drop pillage
- Give chariot debuff (loses movement in rough terrain)
- accuracy I
- shock chariot - +10%CS and RCS for every adjacent opponent
I included Sentry because Hinin's original proposal had it, but I can drop it. Granting culture is cool, though +1 might be a little small. Counterproposal: +2 Culture per turn when stationed in owned territory, and/or +2 Influence per turn when stationed in a city-state with which you have a pledge of protection.Landwehr
- drop Sentry (por Que?)
- 'Yorkscher Marsche' Promotion - Great Musician Points on killiing enemy OR +1 culture in city when garrisoned
I deliberately avoided giving the Eagle Woodsman to distinguish it from the Jaguar. I don't want the Aztec UUs to be too similar.Eagle Warrior
- Woodsman promotion. It would be weird if Jaguar had it, but Eagle didn't
- I don't even thing the sentry is necessary here either.
Hey man, I'm with you. I wanted to do the council replacement. Maybe I should just pull my own Gazebo and say F*** it, ya'll are getting Hinin's original council proposal cause it's da best. The other thing is every single UA for Polynesia right now moves the base building/unit to a different tech, and it's really bothering me.That's a lot of additions to the base harbor. I'd trim it down, just to keep it from being bloated. If you have too many abilities, they just end up pulling focus away from each other.
Oh definitely, I didn't mean so propose that you take ALL my ideas and implement them. I agree it woul dbe too muchI think two unique promotions is enough for a unit. If it's not strong enough, I can buff the base CS a bit.
It's a chariot though... It's like not giving feared elephant to an elephant unit. You could just make it a chariot archer replacement in that case though. The unit doesn't have to be a skirmisher.I'm a bit hesitant about giving the chariot debuff; it makes sense flavorfully, but it's a pretty significant drawback, and I prefer UUs to be strictly better than what they replace, or at least clearly superior in almost all scenarios.
Yeah the AI wouldn't know what to do at allGranting culture is cool, though +1 might be a little small. Counterproposal: +2 Culture per turn when stationed in owned territory, and/or +2 Influence per turn when stationed in a city-state with which you have a pledge of protection.
The AI would probably not understand the CS influence bonus, unfortunately.
The jaguar would still have the 33% in woods and the 25hp heal though. Don't want them to be too similar, but at the same time I don't think they should be too different. Outside of attire, there doesn't seem to be much evidence that the two military societies employed different tactics or customs in any meaningful way.I deliberately avoided giving the Eagle Woodsman to distinguish it from the Jaguar. I don't want the Aztec UUs to be too similar.
I think you'd just end up selling them past a certain point. Makes it interesting because it's a bonus that can saturateThe Eagle currently doesn't keep the worker spawning on upgrade, because I was concerned that capturing a bunch of workers in every war would be a bit much, but I could change that.