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Add a new unit in the game (using SQL)

Discussion in 'Civ5 - Modding Tutorials & Reference' started by Gedemon, May 10, 2012.

  1. d0minus

    d0minus Chieftain

    Joined:
    Oct 3, 2013
    Messages:
    50
    thanx 4 teaching pal, much appreciate it. 1 last question what is happening with unique units r they locked or something, although included on table?
     
  2. AleksMarch

    AleksMarch Chieftain

    Joined:
    Dec 15, 2014
    Messages:
    1
    Hi everyone!

    How replace original workers (workers_euro) with that Andean worker? Suffix _EURO already in unit name. :confused:

    Code:
    -- AZTEC WORKER
    UPDATE Civilizations SET ArtStyleSuffix = "_AZTEC" WHERE Type = 'CIVILIZATION_AZTEC';
    UPDATE Units SET UnitArtInfoCulturalVariation = 1 WHERE Type = 'UNIT__WORKER';
    INSERT INTO "ArtDefine_UnitInfos" ('Type','DamageStates','Formation')
    	SELECT	("ART_DEF_UNIT_WORKER_AZTEC"), "DamageStates", "Formation"
    	FROM "ArtDefine_UnitInfos" WHERE (Type = "ART_DEF_UNIT__WORKER");
    INSERT INTO "ArtDefine_UnitInfoMemberInfos" ('UnitInfoType','UnitMemberInfoType','NumMembers')
    	SELECT	("ART_DEF_UNIT_WORKER_AZTEC"), ("ART_DEF_UNIT_MEMBER_WORKER_AZTEC"), "NumMembers"
    	FROM "ArtDefine_UnitInfoMemberInfos" WHERE (UnitInfoType = "ART_DEF_UNIT__WORKER");
    INSERT INTO "ArtDefine_UnitMemberCombats" ('UnitMemberType', 'EnableActions', 'DisableActions', 'MoveRadius', 'ShortMoveRadius', 'ChargeRadius', 'AttackRadius', 'RangedAttackRadius', 'MoveRate', 'ShortMoveRate', 'TurnRateMin', 'TurnRateMax', 'TurnFacingRateMin', 'TurnFacingRateMax', 'RollRateMin', 'RollRateMax', 'PitchRateMin', 'PitchRateMax', 'LOSRadiusScale', 'TargetRadius', 'TargetHeight', 'HasShortRangedAttack', 'HasLongRangedAttack', 'HasLeftRightAttack', 'HasStationaryMelee', 'HasStationaryRangedAttack', 'HasRefaceAfterCombat', 'ReformBeforeCombat', 'HasIndependentWeaponFacing', 'HasOpponentTracking', 'HasCollisionAttack', 'AttackAltitude', 'AltitudeDecelerationDistance', 'OnlyTurnInMovementActions', 'RushAttackFormation')
    	SELECT	("ART_DEF_UNIT_MEMBER_WORKER_AZTEC"), "EnableActions", "DisableActions", "MoveRadius", "ShortMoveRadius", "ChargeRadius", "AttackRadius", "RangedAttackRadius", 
    			"MoveRate", "ShortMoveRate", "TurnRateMin", "TurnRateMax", "TurnFacingRateMin", "TurnFacingRateMax", "RollRateMin", "RollRateMax", "PitchRateMin", "PitchRateMax", "LOSRadiusScale", "TargetRadius", "TargetHeight", "HasShortRangedAttack", "HasLongRangedAttack", "HasLeftRightAttack", "HasStationaryMelee", "HasStationaryRangedAttack", "HasRefaceAfterCombat", "ReformBeforeCombat", "HasIndependentWeaponFacing", "HasOpponentTracking", "HasCollisionAttack", "AttackAltitude", "AltitudeDecelerationDistance", "OnlyTurnInMovementActions", "RushAttackFormation"
    	FROM "ArtDefine_UnitMemberCombats" WHERE (UnitMemberType = "ART_DEF_UNIT_MEMBER_WORKER");
    INSERT INTO "ArtDefine_UnitMemberCombatWeapons" ('UnitMemberType', 'Index', 'SubIndex', 'ID', 'VisKillStrengthMin', 'VisKillStrengthMax', 'ProjectileSpeed', 'ProjectileTurnRateMin', 'ProjectileTurnRateMax', 'HitEffect', 'HitEffectScale', 'HitRadius', 'ProjectileChildEffectScale', 'AreaDamageDelay', 'ContinuousFire', 'WaitForEffectCompletion', 'TargetGround', 'IsDropped', 'WeaponTypeTag', 'WeaponTypeSoundOverrideTag')
    	SELECT ("ART_DEF_UNIT_MEMBER_WORKER_AZTEC"), "Index", "SubIndex", "ID", "VisKillStrengthMin", "VisKillStrengthMax", "ProjectileSpeed", "ProjectileTurnRateMin", "ProjectileTurnRateMax", "HitEffect", "HitEffectScale", "HitRadius", "ProjectileChildEffectScale", "AreaDamageDelay", "ContinuousFire", "WaitForEffectCompletion", "TargetGround", "IsDropped", "WeaponTypeTag", "WeaponTypeSoundOverrideTag"
    	FROM "ArtDefine_UnitMemberCombatWeapons" WHERE (UnitMemberType = "ART_DEF_UNIT_MEMBER_WORKER");
    INSERT INTO "ArtDefine_UnitMemberInfos" ("Type", "Scale", "ZOffset", "Domain", "Model", "MaterialTypeTag", "MaterialTypeSoundOverrideTag")
    	SELECT	("ART_DEF_UNIT_MEMBER_WORKER_AZTEC"), "Scale", "ZOffset", "Domain", 
    			("worker_andes.fxsxml"), "MaterialTypeTag", "MaterialTypeSoundOverrideTag"
    	FROM "ArtDefine_UnitMemberInfos" WHERE (Type = "ART_DEF_UNIT_MEMBER_WORKER");
    Following code does nothing.
     
  3. Gurra09

    Gurra09 Guru of Hekkia

    Joined:
    Jan 1, 2008
    Messages:
    1,274
    There doesn't seem to be much posts here lately but I could use some help with a unit of mine.

    I'm using danrell's Hospitaller Knight model for a Knight UU for a custom civ I'm making.

    All these files were downloaded and I imported them into my mod and set VFS=True for all of them just like the guide says.
    Code:
    Knight_Hospitaller.blend
    Knight_Hospitaller.dds
    Knight_Hospitaller.fxsxml
    Knight_Hospitaller.gr2
    Knight_Hospitaller_gloss.dds
    Knight_Hospitaller_Horse.dds
    Knight_Hospitaller_Horse_gloss.dds
    Then I copied your SQL art defines entry and changed it accordingly to match my unit:

    Code:
    INSERT INTO ArtDefine_UnitInfos (Type,DamageStates,Formation)
    	SELECT	('ART_DEF_UNIT_GURRA_KNIGHT_STJOHN'), DamageStates, Formation
    	FROM ArtDefine_UnitInfos WHERE (Type = 'ART_DEF_UNIT_KNIGHT');
    
    INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,UnitMemberInfoType,NumMembers)
    	SELECT	('ART_DEF_UNIT_GURRA_KNIGHT_STJOHN'), ('ART_DEF_UNIT_MEMBER_GURRA_KNIGHT_STJOHN'), NumMembers
    	FROM ArtDefine_UnitInfoMemberInfos WHERE (UnitInfoType = 'ART_DEF_UNIT_KNIGHT');
    
    INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation)
    	SELECT	('ART_DEF_UNIT_GURRA_KNIGHT_STJOHN'), EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation
    	FROM ArtDefine_UnitMemberCombats WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_KNIGHT');
    
    INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag)
    	SELECT ('ART_DEF_UNIT_MEMBER_GURRA_KNIGHT_STJOHN'), "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag
    	FROM ArtDefine_UnitMemberCombatWeapons WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_KNIGHT');
    
    INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
    	SELECT	('ART_DEF_UNIT_MEMBER_GURRA_KNIGHT_STJOHN'), Scale, ZOffset, Domain, ('Knight_Hospitaller.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
    	FROM ArtDefine_UnitMemberInfos WHERE (Type = 'ART_DEF_UNIT_MEMBER_KNIGHT');
    
    INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset )
    	SELECT	('ART_DEF_UNIT_GURRA_KNIGHT_STJOHN'), TileType, Asset
    	FROM ArtDefine_StrategicView WHERE (StrategicViewType = 'ART_DEF_UNIT_KNIGHT');
    But the horse doesn't show up! :confused: The model for the men works just fine but they are walking around on their feet instead of riding a horse. :confused:
    Spoiler picture of horseless knights (the ones with a Maltese cross as unit flag) :
     
  4. LeeS

    LeeS Imperator

    Joined:
    Jul 23, 2013
    Messages:
    6,452
    Location:
    Illinois, USA
    Did you check the box in ModBuddy for "Reload Unit System" ?

    Snipped from my Common Novice-Modder Mistakes Thread:

    (5) NOT CHECKING THE REQUIRED MODBUDDY CHECK-BOXES

    When adding audio files, unit graphics, or stategic-view icons (for units) you need to check certain checkboxes in Modbuddy in order for the game to know that it should, for lack of a better description, "re-initialise" certain game "Systems". Checking the check-boxes tells the game to do so when the mod gets loaded. This is where the checkboxes are located within Modbuddy:

    Spoiler :


    You will have to scroll down once you select the "MOD Info" tab. Some mod-creators always check the four boxes regardless of whether they are adding an element that will require it: so far as I know there's no downside to this method of dealing with the check-boxes.​
     
  5. Gurra09

    Gurra09 Guru of Hekkia

    Joined:
    Jan 1, 2008
    Messages:
    1,274
    Thanks! That was exactly the problem. I've made mods before with custom unit models and it didn't even occur to me to check that..
    Spoiler knights who finally have their horsie friends back :
     
  6. Megalamon121

    Megalamon121 The Eternally Unknowing

    Joined:
    Jun 27, 2010
    Messages:
    81
    Location:
    United States
    Hello, I'm planning on adding some mods made on here, (vet modders, go ahead, get your "Pfff... NOOB" chuckle over with) but I'm having with Step Two of the tutorial. So the above template's need for the purpose of adding mods, I understand. So where is an example of the "Game Rules (SQL)" for me to start with?

    Pardon me, everyone. Took a few moments of orienting myself with the ModBuddy system (having never used it before). Got it. Thanks anyways.
     
  7. Sang_Froid

    Sang_Froid Chieftain

    Joined:
    Aug 31, 2015
    Messages:
    48
    Location:
    Québec, Canada
    Hi
    After reading Kael's guide, ( good part of it )
    after rereading this thread few times,and some others, i started my project, adding 1 new unit to game as a new unitclass (Danrel's early maceman )
    I got the unit in the game, well firt tried i put WARRIOR as the template unit then the maceman was a spearman, then i redo it using spearman as template, then it was ok. a real maceman with maceman animation.
    Problem is, The maceman is only available in IGE editor, and cannot build with any civ, and i cant see it anywher in tech tree

    Hers my SQL

    Code:
    -- Insert SQL Rules Here 
    INSERT INTO ArtDefine_UnitInfos (Type,DamageStates,Formation)
    	SELECT	('ART_DEF_UNIT_EARLY_MACEMAN'), DamageStates, Formation
    	FROM ArtDefine_UnitInfos WHERE (Type = 'ART_DEF_UNIT_SPEARMAN');
    INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,UnitMemberInfoType,NumMembers)
    	SELECT	('ART_DEF_UNIT_EARLY_MACEMAN'), ('ART_DEF_UNIT_MEMBER_EARLY_MACEMAN'), NumMembers
    	FROM ArtDefine_UnitInfoMemberInfos WHERE (UnitInfoType = 'ART_DEF_UNIT_SPEARMAN');
    INSERT INTO ArtDefine_UnitMemberCombats (UnitMemberType, EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation)
    	SELECT	('ART_DEF_UNIT_MEMBER_EARLY_MACEMAN'), EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, 
    			MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation
    	FROM ArtDefine_UnitMemberCombats WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_SPEARMAN');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons (UnitMemberType, "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag)
    	SELECT ('ART_DEF_UNIT_MEMBER_EARLY_MACEMAN'), "Index", SubIndex, ID, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, ProjectileTurnRateMin, ProjectileTurnRateMax, HitEffect, HitEffectScale, HitRadius, ProjectileChildEffectScale, AreaDamageDelay, ContinuousFire, WaitForEffectCompletion, TargetGround, IsDropped, WeaponTypeTag, WeaponTypeSoundOverrideTag
    	FROM ArtDefine_UnitMemberCombatWeapons WHERE (UnitMemberType = 'ART_DEF_UNIT_MEMBER_SPEARMAN');
    INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
    	SELECT	('ART_DEF_UNIT_MEMBER_EARLY_MACEMAN'), Scale, ZOffset, Domain, 
    			('early_maceman.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
    	FROM ArtDefine_UnitMemberInfos WHERE (Type = 'ART_DEF_UNIT_MEMBER_SPEARMAN');
    
    INSERT INTO UnitClasses (Type, Description, MaxGlobalInstances, MaxTeamInstances, MaxPlayerInstances, InstanceCostModifier, DefaultUnit )
    	SELECT ('UNITCLASS_EARLY_MACEMAN'), Description, MaxGlobalInstances, MaxTeamInstances, MaxPlayerInstances, InstanceCostModifier, ('UNIT_BIPLAN')
    	FROM UnitClasses WHERE (Type = 'UNITCLASS_SPEARMAN');
    
    INSERT INTO Units (Type, Description, Civilopedia, Strategy, Help, Requirements, Combat, RangedCombat, Cost, Moves, Immobile, Range, BaseSightRange, Class, Special, Capture, CombatClass, Domain, CivilianAttackPriority, DefaultUnitAI, Food, NoBadGoodies, RivalTerritory, MilitarySupport, MilitaryProduction, Pillage, Found, FoundAbroad, CultureBombRadius, GoldenAgeTurns, IgnoreBuildingDefense, PrereqResources, Mechanized, Suicide, CaptureWhileEmbarked, PrereqTech, ObsoleteTech, GoodyHutUpgradeUnitClass, HurryCostModifier, AdvancedStartCost, MinAreaSize, AirUnitCap, NukeDamageLevel, WorkRate, NumFreeTechs, RushBuilding, BaseHurry, HurryMultiplier, BaseGold, NumGoldPerEra, SpreadReligion, CombatLimit, RangeAttackOnlyInDomain, RangeAttackIgnoreLOS, RangedCombatLimit, XPValueAttack, XPValueDefense, SpecialCargo, DomainCargo, Conscription, ExtraMaintenanceCost, NoMaintenance, Unhappiness, UnitArtInfo, UnitArtInfoCulturalVariation, UnitArtInfoEraVariation, ProjectPrereq, SpaceshipProject, LeaderPromotion, LeaderExperience, DontShowYields, ShowInPedia, MoveRate, UnitFlagIconOffset, PortraitIndex, IconAtlas, UnitFlagAtlas)
    	SELECT	('UNIT_EARLY_MACEMAN'), ('EARLY_MACEMAN'), Civilopedia, Strategy, Help, Requirements,
    			(13), RangedCombat, (66), Moves, Immobile, Range, BaseSightRange, ('UNITCLASS_EARLY_MACEMAN'), Special, Capture, CombatClass, Domain, CivilianAttackPriority, DefaultUnitAI, Food, NoBadGoodies, RivalTerritory, MilitarySupport, MilitaryProduction, Pillage, Found, FoundAbroad, CultureBombRadius, GoldenAgeTurns, IgnoreBuildingDefense, PrereqResources, Mechanized, Suicide, CaptureWhileEmbarked, PrereqTech, ObsoleteTech, GoodyHutUpgradeUnitClass, HurryCostModifier, AdvancedStartCost, MinAreaSize, AirUnitCap, NukeDamageLevel, WorkRate, NumFreeTechs, RushBuilding, BaseHurry, HurryMultiplier, BaseGold, NumGoldPerEra, SpreadReligion, CombatLimit, RangeAttackOnlyInDomain, RangeAttackIgnoreLOS, RangedCombatLimit, XPValueAttack, XPValueDefense, SpecialCargo, DomainCargo, Conscription, ExtraMaintenanceCost, NoMaintenance, Unhappiness,
    			('ART_DEF_UNIT_EARLY_MACEMAN'), UnitArtInfoCulturalVariation, UnitArtInfoEraVariation, ProjectPrereq, SpaceshipProject, LeaderPromotion, LeaderExperience, DontShowYields, ShowInPedia, MoveRate,
    			UnitFlagIconOffset, PortraitIndex, IconAtlas, UnitFlagAtlas
    	FROM Units WHERE (Type = 'UNIT_SPEARMAN');
    
    INSERT INTO Unit_AITypes (UnitType, UnitAIType)
    	SELECT ('UNIT_EARLY_MACEMAN'), UnitAIType
    	FROM Unit_AITypes WHERE (UnitType = 'UNIT_SWORDSMAN');
    
    INSERT INTO Unit_ClassUpgrades (UnitType, UnitClassType)
    	SELECT ('UNIT_EARLY_MACEMAN'), UnitClassType
    	FROM Unit_ClassUpgrades WHERE (UnitType = 'UNIT_SWORDSMAN');
    
    INSERT INTO Unit_Flavors (UnitType, FlavorType, Flavor)
    	SELECT ('UNIT_EARLY_MACEMAN'), FlavorType, Flavor
    	FROM Unit_Flavors WHERE (UnitType = 'UNIT_SWORDSMAN');
    
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType)
    	SELECT ('UNIT_EARLY_MACEMAN'), PromotionType
    	FROM Unit_FreePromotions WHERE (UnitType = 'UNIT_SWORDSMAN');
    
    INSERT INTO Unit_ResourceQuantityRequirements (UnitType, ResourceType, Cost)
    	SELECT ('UNIT_EARLY_MACEMAN'), ResourceType, Cost
    	FROM Unit_ResourceQuantityRequirements WHERE (UnitType = 'UNIT_SPEARMAN');
    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <!-- Created by ModBuddy on 9/3/2015 11:00:06 PM -->
    <GameData>
    	
    	<Unit_FreePromotions>
    		<Row>
    			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
    			<PromotionType>PROMOTION_ATTACK_BONUS</PromotionType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
    			<PromotionType>PROMOTION_FOREIGN_LANDS</PromotionType>
    		</Row>
    		<Row>
    			<UnitType>UNIT_EARLY_MACEMAN</UnitType>
    			<PromotionType>PROMOTION_STRONGER_VS_DAMAGED</PromotionType>
    		</Row>
    	</Unit_FreePromotions>
    
    	<Civilization_UnitClassOverrides>
    		<Row>
    			<CivilizationType>CIVILIZATION_BARBARIAN</CivilizationType>
    			<UnitClassType>UNITCLASS_EARLY_MACEMAN</UnitClassType>
    			<UnitType/>
    		</Row>
    		<Row>
    			<CivilizationType>CIVILIZATION_MINOR</CivilizationType>
    			<UnitClassType>UNITCLASS_EARLY_MACEMAN</UnitClassType>
    			<UnitType/>
    		</Row>
    	</Civilization_UnitClassOverrides>
    	
    </GameData>
    xml: after first failed i tried putting the xml element of RANGEDSCOUT mod, inside my mod, trying to civclassoverides all civ, ( minors ???? )

    and also add some new promotion, i puted in some def elements SWORDMAN like unituprade class cause i didnt want it to upgrade into a Pikeman.


    So what is missing so my unit come availabele for all civ, as a new distinc unit along with the spearman with bronze working, and we can see it in Civilopedia?

    And does Danrel's units need to be set as an existing unitclass and replace an already existing unit for a specific civilization? or can i take any unit of his, create a new unitclass with it and put it anywher i want in techtree and choose techprereq, ressouces needed, freepromotions, flavors, aitype etc...

    I want (eventualy will) create a mod improving sword and bows era by adding new units and techs and make it last longer between renaissance and medieval,
    I realy want to learn, if it is possible, how to take different mesh of distinc units, and make a new units,
    exp:
    and also, help for this? i havent started it yet but still, i might use a helping hand

    I would also like to make new promotion ( critical strike: % of chance of instant kill )

    Thanks for help
     
  8. Sang_Froid

    Sang_Froid Chieftain

    Joined:
    Aug 31, 2015
    Messages:
    48
    Location:
    Québec, Canada
    Forgot to edit one place wher it was still riten BIPLAN so now i get the EARLY_MACEMAN available with all civ as a new unit, we see it everywher, the only thing is its all spearman's icon and text, so i need to know if ther are icons for Danrel's units, and i have to figgure with all Gedemon and nutty, Deliverator, whoward69,wolfdog, others... (Big thanks to all for freely sharing all your knowledge ) 's tutorials and exemple's and trying to look at existing mod sql and xm files, how to make new text entr for all my new unit plans, ...
    i might in some time manage to acomplish something decent
    Thank's again
    :goodjob:

    Capture.jpg

    MAceman1.jpg

    MAceman2.jpg
     
  9. Nutty

    Nutty Deity

    Joined:
    Mar 9, 2011
    Messages:
    3,163
    Gender:
    Male
    Location:
    Orange County, California, U.S.A.
    Congrats!

    As I mentioned in reply to your other post, if you have questions about a specific mod you're making, you want to open a new thread in the main Creation & Customization subforum, and post your built mod so we don't have to guess what you might have done wrong based on incomplete information.

    To just answer your last question about game text, you can put text in the database fields directly rather than using TXT_KEY whatever. The point of those entries is for translation. If you want to do it "right" so someone can translate your mod into their language, you'll make up a new TXT_KEY entry, and add THAT to the Localization database by using the <Language_en_US> view:
    Code:
    <GameData>
      <Language_en_US>
        <Row Tag="TXT_KEY_WHATEVER">
          <Text>Your full text goes here.</Text>
        </Row>
      </Language_en_US>
    </GameData>
    Make sure that your TXT_KEY is unique or everything blows up. It's a good idea to add your name at the end of the tag IDs (e.g., "TXT_KEY_WHATEVER_FROID" or something) so you don't accidentally conflict with a tag from the base game or another modder's.
     
  10. Bangra 7

    Bangra 7 The Port Of Call

    Joined:
    Aug 28, 2008
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    Gender:
    Male
    Location:
    Raleigh, North Carolina
    Quick question, has anyone found a way to make boats and ships work with nexus buddy 2.3.3?
     
  11. Bangra 7

    Bangra 7 The Port Of Call

    Joined:
    Aug 28, 2008
    Messages:
    203
    Gender:
    Male
    Location:
    Raleigh, North Carolina
    Also, how do you add damage states to a unit such as the aircraft carrier?
     

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