Flavour units - not unique units!

Rob (R8XFT)

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I'd like to place a lot of flavour units in my mod - e.g. having the various ethnically diverse units from Rabbit, White's thread - but with stats to match the generic unit; each civ having one "unique" unit, which has better stats than it's peers. I've noticed that the start-up screens list all the units that are non-generic in each civ's "unique units" list. Is there any way I can get this to just show the actual unique unit?

My idea (using Civ III modding thought processes) would be to allocate each civ a free tech which was untradeable, but required for each of the flavour units in addition to the tech when they really become available - so for the Egyptians to build the Egyptian archer, they need to have both the Archery tech and the free tech (named something like "Egyptian lore").

Any thoughts?
 
R8XFT said:
I'd like to place a lot of flavour units in my mod - e.g. having the various ethnically diverse units from Rabbit, White's thread - but with stats to match the generic unit; each civ having one "unique" unit, which has better stats than it's peers. I've noticed that the start-up screens list all the units that are non-generic in each civ's "unique units" list. Is there any way I can get this to just show the actual unique unit?

My idea (using Civ III modding thought processes) would be to allocate each civ a free tech which was untradeable, but required for each of the flavour units in addition to the tech when they really become available - so for the Egyptians to build the Egyptian archer, they need to have both the Archery tech and the free tech (named something like "Egyptian lore").

Any thoughts?
Hello R8XFT,

I'm not sure to understand perfectly what you mean. Do you mean the unique tech is given at the beginning or must the civ find it during the game ?
 
I remember that well, it was the same with Rhye's of Civilization for Conquests.

But with the Civ4 engine, I'm sure there are various ways you can add flavour units and make them appear more sublime in the game. I'm sure a forum member like 'The Lopez' would be able to help you out!

It just needs a simple code.
 
I know in the CivilizationInfo XML you can list the units a civilization CANNOT build.

Maybe just have a seperate entry for each variety, and just make the Civ NOT be able to use the other varietys.

For example

In the UNITSINFO section they would be listed as
European Settler
Asian Settler
African Settler
Arabian Settler

Or whatever, each identical except for the ARTDEF.

Then in the CIVILIZATIONINFO XML, under say Arabia/Persia/Seljek Turks/etc.. you have European, African, Asian as "unavailable"
 
@Edgecrusher - thanks - I'll investigate that!!

@Frenchman - the unique tech is given at the beginning (in CivIII modding) - it is a non-tradeable tech, allowing you to research unique techs for that civ. I used it extensively in Anno Domini for Civ III, which is why different civs had slightly different tech trees ;) .
 
The code would look like this:

<Units>
<Unit>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
</Units>

Just Replace UNITCLASS_SETTLER with whatever you name the other units.

i guess
UNITCLASS_SETTLER_ARAB
UNITCLASS_SETTLER_ASIAN
UNITCLASS_SETTLER_EUROPEAN
UNITCLASS_SETTLER_AFRICAN

im willing to bet if you put say the 3 you dont want in that format, it would work.

:Crosses Fingers:
 
Thanks a lot, Edgecrusher - as soon as you mentioned that you could list the units a civ couldn't build, it did the trick for me; I'll try it out when I get the opportunity and let you know ;) .
 
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