Change a unit into a ethnic unit

Dragon67

Warlord
Joined
Dec 9, 2001
Messages
253
I have added the levy unit into the game, not a problem. But now I want to change it into ethnic, since the last version (version2) supports it. So the big question is how to do it, what controls it?

This is how the artdefine is set up as a basic unit:
Spoiler :
<ArtDefine_UnitInfos>
<Row>
<Type>ART_DEF_UNIT_LEVY</Type>
<DamageStates>1</DamageStates>
<Formation>Phalanx</Formation>
</Row>
</ArtDefine_UnitInfos>
<ArtDefine_UnitInfoMemberInfos>
<Row>
<UnitInfoType>ART_DEF_UNIT_LEVY</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_LEVY</UnitMemberInfoType>
<NumMembers>4</NumMembers>
</Row>

</ArtDefine_UnitInfoMemberInfos>
<ArtDefine_UnitMemberInfos>
<Row>
<Type>ART_DEF_UNIT_MEMBER_LEVY</Type>
<Scale>0.140000000596046</Scale>
<Model>levy.fxsxml</Model>
<MaterialTypeTag>ARMOR</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>ARMOR</MaterialTypeSoundOverrideTag>
</Row>

</ArtDefine_UnitMemberInfos>
<ArtDefine_UnitMemberCombats>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_LEVY</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
<ShortMoveRadius>12.0</ShortMoveRadius>
<ShortMoveRate>0.349999994039536</ShortMoveRate>
<TargetHeight>8.0</TargetHeight>
<HasRefaceAfterCombat>1</HasRefaceAfterCombat>
<ReformBeforeCombat>1</ReformBeforeCombat>
</Row>

</ArtDefine_UnitMemberCombats>
<ArtDefine_UnitMemberCombatWeapons>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_LEVY</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<WeaponTypeTag>METAL</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>SPEAR</WeaponTypeSoundOverrideTag>
</Row>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_LEVY</UnitMemberType>
<Index>1</Index>
<SubIndex>0</SubIndex>
<VisKillStrengthMin>10.0</VisKillStrengthMin>
<VisKillStrengthMax>20.0</VisKillStrengthMax>
<WeaponTypeTag>FLAMING_ARROW</WeaponTypeTag>
<MissTargetSlopRadius>10.0</MissTargetSlopRadius>
</Row>

</ArtDefine_UnitMemberCombatWeapons>
<ArtDefine_StrategicView>
<Row>
<StrategicViewType>ART_DEF_UNIT_LEVY</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_Spearman.dds</Asset>
</Row>
</ArtDefine_StrategicView>
</GameData>
 
The UnIts table has a column UnitArtInfoCulturalVariation. If that is set to 1, then the game adds the ArtStyleSuffix from the particular civ's entry in the Civilizations table, and if a match is found with an entry in the art defines [i.e., artdef_suffix], then that unit is used instead of the default.

I'm glad someone is going to use those reskins. :)
 
I finally got it to work :). It was blocket by the ethnic units mod. So now I will try to make it so it support with and without the ethnic mod. By using ex: one entry with _ASSYRIA and another one with _MED at the same time.
It is a amazing job you and other has done, it turns the game into something different, and much better :)
 
Right. As you discovered, it wasn't "blocked" so much as the suffixes were changed by Ethnic Units (same thing with R.E.D. Modpack) to the names of the civilization itself rather than the geographical abbreviations.
 
It was not a problem. Now i am using both vanilla and ethnic units mod entries, at the same time, and everything works. It also use every *. .fxsxml. So it became a huuuge art file :)
 
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