Sythian Bard
Chieftain
- Joined
- Dec 3, 2015
- Messages
- 4
I have a unit I'm working on that is capable of traversing land and sea without Embarking. The unit works fine until I learn the tech that enables land unit embarkation. At that point the unit now embarks when passing onto a water tile.
What is the proper code to stop this?
I've looked at other mods and civ v units that do not 'embark' when passing onto water tiles, but I can't see a common line of code that would mimic this.
Code for Unit
Thanks for taking the time to help out!
What is the proper code to stop this?
I've looked at other mods and civ v units that do not 'embark' when passing onto water tiles, but I can't see a common line of code that would mimic this.
Code for Unit
Spoiler :
Code:
<GameData>
<Units>
<Row>
<Class>UNITCLASS_HORSEMAN</Class>
<Type>UNIT_ANGEL_GUARDIAN</Type>
<Combat>25</Combat>
<Cost>2000</Cost>
<FaithCost>1500</FaithCost>
<RequiresFaithPurchaseEnabled>true</RequiresFaithPurchaseEnabled>
<Moves>5</Moves>
<CombatClass>UNITCOMBAT_MOUNTED</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_FAST_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_ANGEL_GUARDIAN</Description>
<Civilopedia>TXT_KEY_CIV5_ANGEL_GUARDIAN_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_ANGEL_GUARDIAN_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_ANGEL_GUARDIAN</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<IgnoreBuildingDefense>true</IgnoreBuildingDefense>
<AdvancedStartCost>1</AdvancedStartCost>
<WorkRate>200</WorkRate>
<XPValueAttack>10</XPValueAttack>
<XPValueDefense>10</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_U_POLISH_WINGED_HUSSAR</UnitArtInfo>
<UnitFlagAtlas>EXPANSION2_UNIT_FLAG_ATLAS</UnitFlagAtlas>
<UnitFlagIconOffset>20</UnitFlagIconOffset>
<IconAtlas>CIV_COLOR_ATLAS_LEONIUS</IconAtlas>
<PortraitIndex>2</PortraitIndex>
<MoveRate>QUADRUPED</MoveRate>
</Row>
</Units>
<Civilization_UnitClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_SYTHIANS</CivilizationType>
<UnitClassType>UNITCLASS_HORSEMAN</UnitClassType>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
</Row>
</Civilization_UnitClassOverrides>
<Unit_AITypes>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<UnitAIType>UNITAI_FAST_ATTACK</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<UnitAIType>UNITAI_DEFENSE</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<UnitAIType>UNITAI_EXPLORE</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<UnitAIType>UNITAI_WORKER</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
</Row>
</Unit_AITypes>
<Unit_Builds>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_ROAD</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_RAILROAD</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_FARM</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_MINE</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_TRADING_POST</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_LUMBERMILL</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_PASTURE</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_CAMP</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_PLANTATION</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_QUARRY</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_WELL</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_FORT</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_REMOVE_JUNGLE</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_REMOVE_MARSH</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_REMOVE_FOREST</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_SCRUB_FALLOUT</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_REPAIR</BuildType>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<BuildType>BUILD_REMOVE_ROUTE</BuildType>
</Row>
</Unit_Builds>
<Unit_Flavors>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<FlavorType>FLAVOR_OFFENSE</FlavorType>
<Flavor>16</Flavor>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<FlavorType>FLAVOR_DEFENSE</FlavorType>
<Flavor>12</Flavor>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<FlavorType>FLAVOR_AIR</FlavorType>
<Flavor>8</Flavor>
</Row>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<FlavorType>FLAVOR_RECON</FlavorType>
<Flavor>4</Flavor>
</Row>
</Unit_Flavors>
<Unit_FreePromotions>
<Row>
<UnitType>UNIT_ANGEL_GUARDIAN</UnitType>
<PromotionType>PROMOTION_GUARDIAN_VALOR</PromotionType>
</Row>
</Unit_FreePromotions>
</GameData>
Unit Free Promotion Code
[SPOILER]
<GameData>
<!-- The Angel Guardian's Unique Free Promotion -->
<UnitPromotions>
<Row>
<Type>PROMOTION_GUARDIAN_VALOR</Type>
<Description>TXT_KEY_PROMOTION_GUARDIAN_VALOR</Description>
<Help>TXT_KEY_PROMOTION_GUARDIAN_VALOR_HELP</Help>
<Sound>AS2D_IF_LEVELUP</Sound>
<CannotBeChosen>true</CannotBeChosen>
<OrderPriority>1</OrderPriority>
<VisibilityChange>5</VisibilityChange>
<CanMoveImpassable>true</CanMoveImpassable>
<CanMoveAllTerrain>true</CanMoveAllTerrain>
<IgnoreTerrainCost>true</IgnoreTerrainCost>
<FreePillageMoves>true</FreePillageMoves>
<ExtraAttacks>1</ExtraAttacks>
<PortraitIndex>23</PortraitIndex>
<IconAtlas>PROMOTION_ATLAS</IconAtlas>
<PediaType>PEDIA_GUARDIAN_VALOR</PediaType>
<PediaEntry>TXT_KEY_PROMOTION_GUARDIAN_VALOR</PediaEntry>
</Row>
</UnitPromotions>
</GameData>
[/SPOILER]
Thanks for taking the time to help out!