So I created a mod that makes a transport chopper.
Attack 16 (+25% vs. Melee, Archer, Mounted)
Move 5
Ignores Terrain
Cost 180
Cargo 2 : Only carries Infantry, Marines, and Navy SEALs.
30% Withdraw Chance
It's sweet! Works perfectly! No new graphics, but choppers taking wounded SEALs back to base and dropping off fresh reinforcements is awesome! Only problem is that after setting the appropriate promotion options the only one that seems to work is Combat I. Nothing else. I wanted these units to be eligible for Medic. (Red Cross Choppers
)
It doesn't seem all that complicated, but anyone have a clue what would allow Combat I to work but no others? Other units still upgrade fine. I started over from scratch, and it improved (I couldn't upgrade the choppers at all the first time), but I know I'm missing something simple...
Not sure what you need, but here's what I've done:
CIV4BasicInfos
CIV4UnitClassInfos
CIV4SpecialUnitInfos
CIV4UnitInfos.xml (Units able to be transported are <Special>SPECIALUNIT_CHOPLIFTER</Special>)
Left existing data intact, just commented it out. Sorry for the crappy format.
Sample from CIV4PromotionInfos
Also modified:
CIV4FormationInfos.xml
CIV4GameText_Civilopedia_Concepts.xml
CIV4GameText_Civilopedia_Units.xml
CIV4GameText_Misc1.xml
CIV4GameText_Strategy.xml
CIV4GameTextInfos_Objects.xml
Any ideas? I've never really played any of the other civ games, but it doesn't seem all that hard. Thanks...
Attack 16 (+25% vs. Melee, Archer, Mounted)
Move 5
Ignores Terrain
Cost 180
Cargo 2 : Only carries Infantry, Marines, and Navy SEALs.
30% Withdraw Chance
It's sweet! Works perfectly! No new graphics, but choppers taking wounded SEALs back to base and dropping off fresh reinforcements is awesome! Only problem is that after setting the appropriate promotion options the only one that seems to work is Combat I. Nothing else. I wanted these units to be eligible for Medic. (Red Cross Choppers

It doesn't seem all that complicated, but anyone have a clue what would allow Combat I to work but no others? Other units still upgrade fine. I started over from scratch, and it improved (I couldn't upgrade the choppers at all the first time), but I know I'm missing something simple...
Not sure what you need, but here's what I've done:
CIV4BasicInfos
<UnitCombatInfo>
<Type>UNITCOMBAT_CHOPPER</Type>
<Description>TXT_KEY_UNITCOMBAT_CHOPPER</Description>
<Button>,Art/Interface/Buttons/Promotions/Helicopter_Units.dds,Art/Interface/Buttons/Promotions_Atlas.dds,2,7</Button>
</UnitCombatInfo>
CIV4UnitClassInfos
<UnitClassInfo>
<Type>UNITCLASS_CHOPPER</Type>
<Description>TXT_KEY_UNIT_CHOPPER</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<DefaultUnit>UNIT_CHOPPER</DefaultUnit>
</UnitClassInfo>
CIV4SpecialUnitInfos
<SpecialUnitInfo>
<Type>SPECIALUNIT_CHOPLIFTER</Type>
<Description>TXT_KEY_SPECIALUNIT_CHOPLIFTER</Description>
<bValid>1</bValid>
<ProductionTraits/>
</SpecialUnitInfo>
CIV4UnitInfos.xml (Units able to be transported are <Special>SPECIALUNIT_CHOPLIFTER</Special>)
Left existing data intact, just commented it out. Sorry for the crappy format.
<UnitInfo>
<Class>UNITCLASS_CHOPPER</Class><!-- <Class>UNITCLASS_GUNSHIP</Class> -->
<Type>UNIT_CHOPPER</Type><!-- <Type>UNIT_GUNSHIP</Type> -->
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_CHOPPER</Combat><!-- <Combat>UNITCOMBAT_HELICOPTER</Combat> -->
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_CHOPPER</Description><!-- <Description>TXT_KEY_UNIT_GUNSHIP</Description> -->
<Civilopedia>TXT_KEY_UNIT_CHOPPER_PEDIA</Civilopedia><!-- <Civilopedia>TXT_KEY_UNIT_GUNSHIP_PEDIA</Civilopedia> -->
<Strategy>TXT_KEY_UNIT_CHOPPER_STRATEGY</Strategy><!-- <Strategy>TXT_KEY_UNIT_GUNSHIP_STRATEGY</Strategy> -->
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>1</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>1</bCanMoveImpassable><!-- <bCanMoveImpassable>0</bCanMoveImpassable> -->
<bFlatMovementCost>1</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<UnitClassUpgrades/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_ROCKETRY</PrereqTech>
<TechTypes>
<PrereqTech>TECH_FLIGHT</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_OIL</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>180</iCost><!-- <iCost>160</iCost> -->
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>5</iMoves><!-- <iMoves>4</iMoves> -->
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>16</iCombat><!-- <iCombat>20</iCombat> -->
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>30</iWithdrawalProb><!-- <iWithdrawalProb>25</iWithdrawalProb> -->
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<!-- CHOPPER
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
<iUnitCombatMod>100</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
CHOPPER -->
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<!-- CHOPPER -->
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>SPECIALUNIT_CHOPLIFTER</SpecialCargo><!-- <SpecialCargo>NONE</SpecialCargo> -->
<DomainCargo>NONE</DomainCargo>
<iCargo>2</iCargo><!-- <iCargo>0</iCargo> -->
<iConscription>0</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>20</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/Gunship.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,5,10</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
</UnitInfo>
Sample from CIV4PromotionInfos
<Civ4PromotionInfos xmlns="x-schema:CIV4UnitSchema.xml">
<PromotionInfos>
<PromotionInfo>
<Type>PROMOTION_COMBAT1</Type>
<Description>TXT_KEY_PROMOTION_COMBAT1</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<PromotionPrereqOr1>NONE</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>NONE</TechPrereq>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>10</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsDefense>0</iHillsDefense>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitCombatMods/>
<DomainMods/>
<TerrainDoubleMoves/>
<FeatureDoubleMoves/>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<!-- CHOPPER -->
<UnitCombat>
<UnitCombatType>UNITCOMBAT_CHOPPER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<!-- CHOPPER -->
<UnitCombat>
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2</Button>
</PromotionInfo>
<PromotionInfo>
<Type>PROMOTION_COMBAT2</Type>
<Description>TXT_KEY_PROMOTION_COMBAT2</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<PromotionPrereqOr1>PROMOTION_COMBAT1</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>NONE</TechPrereq>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>10</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsDefense>0</iHillsDefense>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitCombatMods/>
<DomainMods/>
<TerrainDoubleMoves/>
<FeatureDoubleMoves/>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<!-- CHOPPER -->
<UnitCombat>
<UnitCombatType>UNITCOMBAT_CHOPPER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<!-- CHOPPER -->
</UnitCombats>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Promotions/Combat2.dds,Art/Interface/Buttons/Promotions_Atlas.dds,1,6</Button>
</PromotionInfo>
<PromotionInfo>
<Type>PROMOTION_COMBAT3</Type>
<Description>TXT_KEY_PROMOTION_COMBAT3</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<PromotionPrereqOr1>PROMOTION_COMBAT2</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>NONE</TechPrereq>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>10</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsDefense>0</iHillsDefense>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitCombatMods/>
<DomainMods/>
<TerrainDoubleMoves/>
<FeatureDoubleMoves/>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<!-- CHOPPER -->
<UnitCombat>
<UnitCombatType>UNITCOMBAT_CHOPPER</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
<!-- CHOPPER -->
</UnitCombats>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>,Art/Interface/Buttons/Promotions/Combat3.dds,Art/Interface/Buttons/Promotions_Atlas.dds,2,6</Button>
</PromotionInfo>
Also modified:
CIV4FormationInfos.xml
CIV4GameText_Civilopedia_Concepts.xml
CIV4GameText_Civilopedia_Units.xml
CIV4GameText_Misc1.xml
CIV4GameText_Strategy.xml
CIV4GameTextInfos_Objects.xml
Any ideas? I've never really played any of the other civ games, but it doesn't seem all that hard. Thanks...
