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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. Gedemon

    Gedemon Modder Moderator

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    nop, the database.log, in the log folder :)

    you need to activate logging first (see whoward's tutorial in this section)
     
  2. Riker13

    Riker13 King

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    Many thanks for this Gedemon (and others who contributed) it helped me in starting out on SQL.

    Regards

    Riker13 :crazyeye:
     
  3. Riker13

    Riker13 King

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    Well it seems I have made an error somewhere, could some kind person please point it out where I have gone wrong before I :ar15:

    I have made this unit the Evocatas which does show up fine in the game all works well except, its a UU for Rome but everybody can get it?

    Also there is a syntax error on the first E (DEF) in ART_DEF_UNIT_EVOCATUS?

    Please be gentle its my first day at SQL.

    Regards

    Riker13 :crazyeye:

    SQL CODE:
    Spoiler :
    Code:
    INSERT INTO ArtDefine_UnitInfos (Type,DamageStates,Formation)
    	SELECT	('ART_DEF_UNIT_EVOCATUS'), DamageStates, Formation
    	FROM ArtDefine_UnitInfos WHERE (Type = 'ART_DEF_UNIT_LONGSWORDSMAN');
    
    INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,UnitMemberInfoType,NumMembers)
    	SELECT	('ART_DEF_UNIT_EVOCATUS'), ('ART_DEF_UNIT_MEMBER_EVOCATUS'), NumMembers
    	FROM ArtDefine_UnitInfoMemberInfos WHERE (UnitInfoType = 'ART_DEF_UNIT_LONGSWORDSMAN');
    
    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_EVOCATUS'), 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_LONGSWORDSMAN');
    
    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_EVOCATUS'), "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_LONGSWORDSMAN');
    
    INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
    	SELECT	('ART_DEF_UNIT_MEMBER_EVOCATUS'), Scale, ZOffset, Domain, ('LONGSWORDSMAN_ROME.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
    	FROM ArtDefine_UnitMemberInfos WHERE (Type = 'ART_DEF_UNIT_MEMBER_LONGSWORDSMAN');
    
    INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset )
    	SELECT	('ART_DEF_UNIT_EVOCATUS'), TileType, Asset
    	FROM ArtDefine_StrategicView WHERE (StrategicViewType = 'ART_DEF_UNIT_LONGSWORDSMAN');
    
    	INSERT INTO UnitClasses (Type, Description, MaxGlobalInstances, MaxTeamInstances, MaxPlayerInstances, InstanceCostModifier, DefaultUnit )
    	SELECT ('UNITCLASS_EVOCATUS'), Description, MaxGlobalInstances, MaxTeamInstances, MaxPlayerInstances, InstanceCostModifier, ('UNIT_EVOCATUS')
    	FROM UnitClasses WHERE (Type = 'UNITCLASS_LONGSWORDSMAN');
    
    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_EVOCATUS'), ('EVOCATUS'), Civilopedia, Strategy, Help, Requirements,
    			Combat, (25), (250), Moves, Immobile, (5), BaseSightRange, ('UNITCLASS_EVOCATUS'), 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_EVOCATUS'), UnitArtInfoCulturalVariation, UnitArtInfoEraVariation, ProjectPrereq, SpaceshipProject, LeaderPromotion, LeaderExperience, DontShowYields, ShowInPedia, MoveRate,
    			UnitFlagIconOffset, PortraitIndex, IconAtlas, UnitFlagAtlas
    	FROM Units WHERE (Type = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Civilization_UnitClassOverrides (CivilizationType, UnitClassType, UnitType )
    VALUES ('CIVILIZATION_ROME'), 'UNITCLASS_EVOCATUS', 'UNIT_LONGSWORDSMAN' );
    
    INSERT INTO Unit_AITypes (UnitType, UnitAIType)
    	SELECT ('UNIT_EVOCATUS'), UnitAIType
    	FROM Unit_AITypes WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Unit_ClassUpgrades (UnitType, UnitClassType)
    	SELECT ('UNIT_EVOCATUS'), UnitClassType
    	FROM Unit_ClassUpgrades WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Unit_Flavors (UnitType, FlavorType, Flavor)
    	SELECT ('UNIT_EVOCATUS'), FlavorType, Flavor
    	FROM Unit_Flavors WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType)
    	SELECT ('UNIT_EVOCATUS'), PromotionType
    	FROM Unit_FreePromotions WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Unit_ResourceQuantityRequirements (UnitType, ResourceType, Cost)
    	SELECT ('UNIT_EVOCATUS'), ResourceType, Cost
    	FROM Unit_ResourceQuantityRequirements WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
     
  4. Nutty

    Nutty Deity

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  5. Riker13

    Riker13 King

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    Hi Nutty,

    Doh oh yes, done that but it still does not work, playing Greece I could still build the unit? Ummmmmmmm.
     
  6. Nutty

    Nutty Deity

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    You shouldn't be making a new unit class. Delete the whole "INSERT INTO UnitClasses..." section and change "('UNITCLASS_EVOCATUS')" to "Class" in the "INSERT INTO Units..." section. [NB: don't actually put the quotes.]
     
  7. Riker13

    Riker13 King

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    Thanks Nutty I will try this in the morning and report back.
     
  8. Riker13

    Riker13 King

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    Morning Nutty,

    Well I changed the code as you suggested (see below) but now no one not even the Romans can make the unit and on the Civilopedia it says the Units cost is FREE?

    Don't you just modding there is always something but its good once you figure it out :)

    Spoiler :
    Code:
    INSERT INTO ArtDefine_UnitInfos (Type,DamageStates,Formation)
    	SELECT	('ART_DEF_UNIT_EVOCATUS'), DamageStates, Formation
    	FROM ArtDefine_UnitInfos WHERE (Type = 'ART_DEF_UNIT_LONGSWORDSMAN');
    
    INSERT INTO ArtDefine_UnitInfoMemberInfos (UnitInfoType,UnitMemberInfoType,NumMembers)
    	SELECT	('ART_DEF_UNIT_EVOCATUS'), ('ART_DEF_UNIT_MEMBER_EVOCATUS'), NumMembers
    	FROM ArtDefine_UnitInfoMemberInfos WHERE (UnitInfoType = 'ART_DEF_UNIT_LONGSWORDSMAN');
    
    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_EVOCATUS'), 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_LONGSWORDSMAN');
    
    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_EVOCATUS'), "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_LONGSWORDSMAN');
    
    INSERT INTO ArtDefine_UnitMemberInfos (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
    	SELECT	('ART_DEF_UNIT_MEMBER_EVOCATUS'), Scale, ZOffset, Domain, ('LONGSWORDSMAN_ROME.fxsxml'), MaterialTypeTag, MaterialTypeSoundOverrideTag
    	FROM ArtDefine_UnitMemberInfos WHERE (Type = 'ART_DEF_UNIT_MEMBER_LONGSWORDSMAN');
    
    INSERT INTO ArtDefine_StrategicView (StrategicViewType, TileType, Asset )
    	SELECT	('ART_DEF_UNIT_EVOCATUS'), TileType, Asset
    	FROM ArtDefine_StrategicView WHERE (StrategicViewType = 'ART_DEF_UNIT_LONGSWORDSMAN');
    
    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_EVOCATUS'), ('EVOCATUS'), Civilopedia, Strategy, Help, Requirements,
    			Combat, (25), (250), Moves, Immobile, (5), 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,
    			('ART_DEF_UNIT_EVOCATUS'), UnitArtInfoCulturalVariation, UnitArtInfoEraVariation, ProjectPrereq, SpaceshipProject, LeaderPromotion, LeaderExperience, DontShowYields, ShowInPedia, MoveRate,
    			UnitFlagIconOffset, PortraitIndex, IconAtlas, UnitFlagAtlas
    	FROM Units WHERE (Type = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Civilization_UnitClassOverrides (CivilizationType, UnitClassType, UnitType )
    VALUES ('CIVILIZATION_ROME', 'UNITCLASS_EVOCATUS', 'UNIT_LONGSWORDSMAN' );
    
    INSERT INTO Unit_AITypes (UnitType, UnitAIType)
    	SELECT ('UNIT_EVOCATUS'), UnitAIType
    	FROM Unit_AITypes WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Unit_ClassUpgrades (UnitType, UnitClassType)
    	SELECT ('UNIT_EVOCATUS'), UnitClassType
    	FROM Unit_ClassUpgrades WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Unit_Flavors (UnitType, FlavorType, Flavor)
    	SELECT ('UNIT_EVOCATUS'), FlavorType, Flavor
    	FROM Unit_Flavors WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Unit_FreePromotions (UnitType, PromotionType)
    	SELECT ('UNIT_EVOCATUS'), PromotionType
    	FROM Unit_FreePromotions WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
    
    INSERT INTO Unit_ResourceQuantityRequirements (UnitType, ResourceType, Cost)
    	SELECT ('UNIT_EVOCATUS'), ResourceType, Cost
    	FROM Unit_ResourceQuantityRequirements WHERE (UnitType = 'UNIT_LONGSWORDSMAN');
     
  9. Riker13

    Riker13 King

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    Nutty, I know we have not sorted the above post yet but if I wanted to make this a new class what differences would I need to make.

    I thank you for your time and patience.

    Riker 13 :crazyeye:
     
  10. Nutty

    Nutty Deity

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    In the Civilization_UnitClassOverrides table, you've got UnitClassType and UnitType reversed.

    As far as making it a new class, that's what you were doing the first time. If you want Rome to be the only one to be able to build your new unit, and you don't want it to replace an existing unit, then you'd need to make 2 new units with the same class: one being a dummy unit with a -1 cost, the other being the new unit unique to Rome.
     
  11. Riker13

    Riker13 King

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    I see, ok thanks Nutty I will give it a try and report back.

    All the best.
     
  12. Riker13

    Riker13 King

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    Nutty should 'UNITCLASS_EVOCATUS', 'UNIT_LONGSWORDSMAN' be reversed as well?

    VALUES ('CIVILIZATION_ROME', 'UNITCLASS_EVOCATUS', 'UNIT_LONGSWORDSMAN' );
     
  13. Nutty

    Nutty Deity

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    Not quite. (Sorry I didn't make this clear.)
    Code:
    INSERT INTO Civilization_UnitClassOverrides (CivilizationType, UnitClassType, UnitType )
    VALUES ('CIVILIZATION_ROME', 'UNITCLASS_LONGSWORDSMAN', 'UNIT_EVOCATUS' );
    It should "read": For the Roman civilization, replace the unit of the longswordsman class with the Evocatus unit.
     
  14. Riker13

    Riker13 King

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    Cool thanks for that Nutty and thanks for your time and knowledge.

    All the best.
     
  15. mrc2022

    mrc2022 Capitão Rolinho

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    Exactly how do you do the art defines for a mounted unit when the horse dds is separated from the unit dds? I'm having trouble defining the horse itself
     
  16. Gedemon

    Gedemon Modder Moderator

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    nothing special, in that case the .fxsxml reference the .gr2 that is using the multiple .dds, just make sure the VFS property is set to true for all of those files.

    the only file name that you will reference in your code is the .fxsxml file
     
  17. mrc2022

    mrc2022 Capitão Rolinho

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    Only saw the answer now, got it figured out by trial and error xD, thanks
    As it was the first time I saw that I was unaware of that.

    Another question, can we put any unit on top of a horse?
    I'd like a Mounted Bowman for Babylon, can I use the Bowman and any horse model?
     
  18. Gedemon

    Gedemon Modder Moderator

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    You'll have to edit the model itself do to that, you'll need 3D tools and some knowledge in modelling (that I don't have).
     
  19. Barghaest

    Barghaest King

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    I've referenced this post many times in the past (even the past month or so) but just recently got around to adding new unit graphics (normally used orphaned ones from scenarios with no alterations) and spent a week trying to figure out why they weren't working until late last night I noticed:

    Nice red highlight and I'd overlooked that completely...
    :wallbash:

    So apparently my issue was just a short between the user and the keyboard.
    :cry:
     
  20. lmuk2011

    lmuk2011 Chieftain

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    Thank you, I'm actually planning a Post-World War mod that will have new units and revamped units, new ideologies which does not follow a tenet but gives benefits and non-benefits.

    New buildings, new resolutions for UN as well as revamped versions of existing resolutions, new improvements and possibly more
     

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