Thanks for the possible solution. I'll go back through my xml files and make sure none of the taglines are incomplete. But, I don't know if this is going to solve it since I copied the same taglines as maceman for my new unit squire. In Vanilla, what is happening is that the squire unit appears in play, but none of the functions such as fortify or any of the promotion buttons show up when the unit is activated. The buttons seem to only show when the squire unit is grouped with other units like a knight. I thought that maybe after adding it to the CIV4FormationInfos.xml file that this would solve it, but it hasn't.
Is your new squire unit a UU for one (or more) civs?
if it is NOT a UU you can not have it share the same class as the axeman...
for example in the CIV4UnitInfos.xml file:
Code:
<UnitInfo>
[COLOR="Blue"] <Class>UNITCLASS_AXEMAN</Class>
<Type>UNIT_AXEMAN</Type>[/COLOR]
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
if it is a default unit you can not put this:
Code:
<UnitInfo>
[COLOR="DarkRed"] <Class>UNITCLASS_AXEMAN</Class>
<Type>UNIT_SQUIRE</Type>[/COLOR]
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
Because it is not a UU that replace an axeman
Remember this is only if the squire unit is NOT a UU.
also for the example I used the
UNIT_SQUIRE as reference
(although you may call it something different)
Again if it is not a UU you have to add a class to your CIV4UnitClassInfos.xml file
Using the example above you would have to put something like this:
Code:
<UnitClassInfo>
[COLOR="Blue"] <Type>UNITCLASS_SQUIRE</Type>
<Description>TXT_KEY_UNIT_SQUIRE</Description>[/COLOR]
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
[COLOR="Blue"] <DefaultUnit>UNIT_SQUIRE</DefaultUnit>[/COLOR]
</UnitClassInfo>
also in your CIV4UnitInfos.xml file you would this entry for your new unit:
Code:
<UnitInfo>
[COLOR="Blue"] <Class>UNITCLASS_SQUIRE</Class>[/COLOR]
<Type>UNIT_SQUIRE</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_COUNTER</DefaultUnitAI>
this defines it as a regular/default unit not a UU
you may be also missing some info/data but Remember with XML and python it can be touchy if you miss a comma (for example) where no errors would occur... but some functions would be missing (like promotion buttons)
I will keep trying to think of other possible solutions... but try to give me more details....
I'm wondering if the problem is with this tagline <Button>,Art/Interface/Buttons/Units/Warrior.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,2,1</Button> which I changed to <Button>Art/Interface/Buttons/Units/Squire.dds</Button> as to what the TUT said to do. Have you had any problem with this?
That is not the problem.
Code:
<Button>,Art/Interface/Buttons/Units/Warrior.dds[COLOR="DarkRed"],Art/Interface/Buttons/Unit_Resource_Atlas.dds,2,1[/COLOR]</Button>
Unit_Resource_Atlas.dds,2,1 refers to a "chart" of all unit image buttons and the numbers refer to the location (x/y) coordinates
for some reason CIV4 developers did not allow modders to access it and edit/edit to this chart
therefore when you remove the comma at the start and only put the first part of the line (like in this tutorial) the CIV4 engine IGNORES the button chart and uses your Image for the Button and Button Chart reference
therefore you dont need to mod the "chart" (since you cant anyway) and that chart is only for default/vanilla units
I have read alot on this issue, and have used this "work around" in my mod without any problems
Just remember that to put your Squire.dds FILE in the correct folder using the correct image file (.dds duh

) and correct size (usually 64X64)
Note you really dont need the Alpha Channel part of the .dds file (I dont use it) unless you make custom flags (in the main game screen) or you want resources and new city specialists/great specialist (like in my mod) to appear correctly in the Civilopedia and the City Screen (basically city specialists need a "Clear/Transparent" alpha channel so that the city screens/civilopedia background appears.... Although it is purely cosmetic and you dont have to it at all (your images background will appear over the default screen)
basically when the great specialist appear next to each other in the city screen, they blend better with an alpha channel, but has no bearing on the game or actions
*takes a breather*
ok that was too much info...
but anyway I hope this helps
