GUIDE: Adding new units

ive added a English longbow but it comes ups as [IMAGE 1]what have i done wrong also when ever i mod TXT_KEY annoys me in promotions.

Hi I've decided to have another shot but this time with a Bombard unit for BTS and its still coming with TXT_ tags how do you remove them with BTS?
 
Question I have BTS expansion and I have collected some units that i would like to have in them. Would it be possible to add them that they would be in most games without rewriting standard unit. Example I want to have both F-22 and F-35 in game, but also the original jet fighter. Which folder would the units go the ones in My Documents or the ones in Civ4\BTS\MOD ? Or another example I want to have French and German specific paladins in Charlemagne campaign. Shall the units be added to that mods follder. Im currently at loss at which folder the units should go if I want them to be in BTS expansion but dont want to load them since Im using the ones from BTS?
 
Greyviper, to add your F-22 and F-35 without overwriting the original Jet Fighter, just follow the instructions on the first page of this topic. I've been doing something very similar, adding extra high-tech ships in, and I just copy/pasted the entries for the Destroyer and changed bits here and there in the copied section, which is exactly what the first page details. I changed the folders in Civ4/BTS/MODS and it worked.

With regard to the Charlemange campaign, I'd suggest you copy the entire Charlemange mod folder and rename it something like 'Charlemange 2', then edit that (so if you screw up, you don't wreck the original!), then add your unique paladins to that mod folder.

And I'd just like to echo Liberace_2211 and say thanks a bunch for this tutorial. I've never tried any modding of anything before, but with this guide I've already written in a host of new units. Muchos gracias. :D
 
hi
i was looking to add a unit in downloaded and i got the directions the beginning of this guide but i cannot find the .dds files most of the units. i do not want to change the unit at all just have the f-14 skin for the jet fighter instead of the f-16 original skin. if i understand correctly i can do this by just putting my downloaded .dds file and .nif file in the customassets/art/units/jet_fighter. i am running bts and in the assets/art/units folder it only lists caravel, frigate, galleon, galley, gunship, machine gun, scenanio submarine and unique for folders. I also looked in the bts/assets/art/units folder and found many more but i could not find the jet fighter. i tried doing a search in my directory that contains all the civ 4 files (vanilla and bts) but only found jet fighter under the mod/road to war and final frontier_fighter. Sorry if this is a neb question. I honestly did look around the answer.
 
hi
i was looking to add a unit in downloaded and i got the directions the beginning of this guide but i cannot find the .dds files most of the units. i do not want to change the unit at all just have the f-14 skin for the jet fighter instead of the f-16 original skin. if i understand correctly i can do this by just putting my downloaded .dds file and .nif file in the customassets/art/units/jet_fighter. i am running bts and in the assets/art/units folder it only lists caravel, frigate, galleon, galley, gunship, machine gun, scenanio submarine and unique for folders. I also looked in the bts/assets/art/units folder and found many more but i could not find the jet fighter. i tried doing a search in my directory that contains all the civ 4 files (vanilla and bts) but only found jet fighter under the mod/road to war and final frontier_fighter. Sorry if this is a neb question. I honestly did look around the answer.


the files you seek are in pak files and need to be un'pak'ed

here is some more info:

http://forums.civfanatics.com/showthread.php?t=136023


this is another good tut:

http://forums.civfanatics.com/showthread.php?t=137265

note the pak files have a different name:

Assets0.fpk
Assets1.fpk
Assets2.fpk
Assets3.fpk

this thread also helps in general modding(XML and art files):

http://forums.civfanatics.com/showthread.php?t=148507


I have posted alot about this unpaking please search those threads and the answers are there :goodjob:


hope that helps ;)
 
i read about unpacking in one of the tutorials but i thought that was only if you want to modify a graphics file. (i think the example there was drawing over Elizabeth's face.) that is probably why i dismissed it and got confused. i will let you know if i have any more problems.
 
i read about unpacking in one of the tutorials but i thought that was only if you want to modify a graphics file. (i think the example there was drawing over Elizabeth's face.) that is probably why i dismissed it and got confused. i will let you know if i have any more problems.

yeah the .dds files are located there

good luck modding :goodjob:
 
I am attempting to create a mod that adds a different "artstyle" for some civs in BtS so that I can get different models for units without actually making a new unit. For instance, I am trying to mod it so that Russia, when it builds a Modern Armor, will get a unit that looks like the T-90 rather than the M1A1. I've been trying to model it after the different artstyles that already appear in the game (European, Greco_Roman, Asian, etc) but so far have had no luck.
For argument's sake, my mode is named MyMod. One of the units I am trying to add is the T-90 I got from this units pack. I am also using the XML Modular loading option. In case it matters, here's my .ini file.
Code:
[CONFIG]

; Modular XML Loading
ModularLoading = 1

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; Mod Image file
ImageFile = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Description of Mod
Description = Generic Mod

; Name of Mod
Name = MyMod

; Description of Mod
Description = A compilation of different mods put together for play.

First off, I went into the CIV4CivilizationInfos.xml file and went down to the Russian entry, replacing
Code:
<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>
with
Code:
<UnitArtStyleType>UNIT_ARTSTYLE_RUSSIAN</UnitArtStyleType>
I copied the CIV4ArtDefinesSchema.xml and CIV4CivilizationsSchema.xml files into the \MyMod\Assets\Modules\Custom ArtStyles\ folder, adding "NewUnits_" to the front of both files. I then created an XML file named NewUnits_CIV4UnitArtStyleTypeInfos.xml in the same directory with the following code:
Code:
<?xml version="1.0"?>
<!-- edited with Notepad by Me (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Civilization Infos -->
<Civ4UnitArtStyleTypeInfos xmlns="x-schema:NewUnits_CIV4CivilizationsSchema.xml">
	<UnitArtStyleTypeInfos>
		<UnitArtStyleTypeInfo>
			<Type>UNIT_ARTSTYLE_RUSSIAN</Type>
			<StyleUnits>
				<StyleUnit>
					<UnitType>UNIT_MODERN_ARMOR</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_MODERN_ARMOR_RUSSIAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_MODERN_ARMOR_RUSSIAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_MODERN_ARMOR_RUSSIAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
				<StyleUnit>
					<UnitType>UNIT_KNIGHT</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT_EUROPEAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_KNIGHT_EUROPEAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_KNIGHT_EUROPEAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
				<StyleUnit>
					<UnitType>UNIT_SCOUT</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SCOUT_EUROPEAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SCOUT_EUROPEAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SCOUT_EUROPEAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
				<StyleUnit>
					<UnitType>UNIT_SETTLER</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_EUROPEAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SETTLER_EUROPEAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_EUROPEAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE_EUROPEAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE_EUROPEAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE_EUROPEAN</MiddleArtDefineTag>
					</UnitMeshGroup>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD_EUROPEAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD_EUROPEAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD_EUROPEAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
				<StyleUnit>
					<UnitType>UNIT_SPEARMAN</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_SPEARMAN_EUROPEAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_SPEARMAN_EUROPEAN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_SPEARMAN_EUROPEAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
				<StyleUnit>
					<UnitType>UNIT_WORKER</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_WORKER_EUROPEAN</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_WORKERMODERN</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_WORKER_EUROPEAN</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>
			</StyleUnits>
		</UnitArtStyleTypeInfo>
	</UnitArtStyleTypeInfos>
</Civ4UnitArtStyleTypeInfos>

I then placed the T-90 unit stuff into the subfolder \NewUnits\Modern_Armor_T90\ (thus the entire pathname is \MyMod\Assets\Modules\Custom ArtStyles\NewUnits\Modern_Armor_T90\). In the \Custom ArtStyles\ folder I created the file Modern_Armor_T90_CIV4ArtDefines_Unit.xml with the following code inside:
Code:
<?xml version="1.0" encoding="UTF-8"?>

<!-- edited with Notepad by Me (Firaxis Games) -->

<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->

<!-- -->
<!-- Unit art path information -->

<Civ4ArtDefines xmlns="x-schema:NewUnits_CIV4ArtDefinesSchema.xml">
	
        <UnitArtInfos>
				
                <UnitArtInfo>
			<Type>ART_DEF_UNIT_MODERN_ARMOR_RUSSIAN</Type>
			<Button>Modules/Custom ArtStyles/NewUnits/Modern_Armor_T90/t90.dds</Button>
			<fScale>0.57</fScale>
			<fInterfaceScale>0.9</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Modules/Custom ArtStyles/NewUnits/Modern_Armor_T90/ModernArmor.nif</NIF>
			<KFM>Art/Units/ModernArmor/ModernArmor.kfm</KFM>
			<SHADERNIF>Art/Units/ModernArmor/ModernArmor_FX.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/ModernArmorShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<TrailDefinition>
				<Texture>Art/Shared/tanktread.dds</Texture>
				<fWidth>0.8</fWidth>
				<fLength>180.0</fLength>
				<fTaper>0.0</fTaper>
				<fFadeStartTime>0.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.5</fBattleDistance>
			<fRangedDeathTime>0.12</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_MOD_ARMOUR</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_MOD_ARMOUR</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_MOD_ARMOUR_HEAL</SelectionSound>
			<ActionSound>AS3D_UN_MOD_ARMOUR_HEAL</ActionSound>
		</UnitArtInfo>	
        </UnitArtInfos>

</Civ4ArtDefines>
I had to create my own button However, when I build the unit, I still see the default M1A1 model instead of the new T-90 model, although the button shows up correctly. What am I doing wrong here?
 
I dunno, I've read through this one and a few other tutorials on adding units, and I can't get it to work at all. I can't get the Diversica mod to work either, though, so maybe it's all operator error.

I'm going to keep trying, just to prove to myself that I can do this...

At the end of all of this, I'd really like to have the Stryker as light mech infantry, with more movement, and maybe a slightly lower "combat rating" with maybe a scout-type promotion and the Centauro as a middle ground between mech infantry and modern armor, again; more mobile, less lethal. And I'd like to make the A-10 better against ground targets (units & buildings) but not as good against other planes.

Can someone help this dumb Marine?

Cheese & Rice! I just tried to add the Stryker as another Mech Inf and got nothing but errors when I tried to load my testing mod. Every single unit gave an error. I was using Frontpage as my xml editor (it's all I have right now), could that have something to do with it?

Let me start at the beginning: Do you create your mod files under My Docs/My Games/Civ/BtS or in Program Files/Fireaxis/Civ/????

And, no, the tutorial is conviently vague on this.
 
Ok, so I am not entirely new to modding CIV IV but I have been gone for about a year and a half galavanting around the world (literally) and am just getting back into it. I managed to get my units added to the game without any real difficulty. That is, they are options on the city buidl menu, present in the civilopedia, etc etc. My issue? Well, when I select the unit to be built in my city menus the game crashes. I am using the latest version of BtS. Suggestions would be much appreciated.

Edit: Disregard... stupid comma...
 
I dunno, I've read through this one and a few other tutorials on adding units, and I can't get it to work at all. I can't get the Diversica mod to work either, though, so maybe it's all operator error.

I'm going to keep trying, just to prove to myself that I can do this...

At the end of all of this, I'd really like to have the Stryker as light mech infantry, with more movement, and maybe a slightly lower "combat rating" with maybe a scout-type promotion and the Centauro as a middle ground between mech infantry and modern armor, again; more mobile, less lethal. And I'd like to make the A-10 better against ground targets (units & buildings) but not as good against other planes.

Can someone help this dumb Marine?

Cheese & Rice! I just tried to add the Stryker as another Mech Inf and got nothing but errors when I tried to load my testing mod. Every single unit gave an error. I was using Frontpage as my xml editor (it's all I have right now), could that have something to do with it?

Let me start at the beginning: Do you create your mod files under My Docs/My Games/Civ/BtS or in Program Files/Fireaxis/Civ/????

And, no, the tutorial is conviently vague on this.


D/load XML Marker. It isn't the best program, but there seem to be fewer porblems with the files once you save them.

The files are under docs/mygames/etc etc

XML Marker is free too, so that makes it better yet. I'm not the best at this stuff, but hope that helps.
 
The problem that I'm still having is that I can only build my new units from World Builder. They do not appear in the city build screen. If I put them in with WB they work just fine. Stats, animations, everything. I just can't build them.

I have seen this problem mentioned elsewhere in this thread (I just looked through all of them for the answer to this), but not one solution.

Does anyone have any ideas about this?

JB
 
I found my problem. This might be useful for others. I though that I had followed the instructions exactly. I would have sworn it. But I didn't change the <DefaultUnit>, so my units never appeared. I made the same mistake on buildings. Both work now. The other thing that might have caused me trouble was that I was changing Samurai. I think that as Japanese any unit in <UnitClass_Maceman> will be replaced with Samurai.

JB
 
Here's another problem I have. Units that use vanilla animations...how do they work. I am trying to add the various Roman units and the ones that included the animations work great. The ones that use a swordsman, or archer, or whatever animation.. they show the original unit in game, not the new one. What's the trick to using these units?

Thanks,

JB
 
Anybody already wrote about it, maybe, but is many enteries here... :(

Know anybody:
If I choose trait Aggressive, have new units Combat I promotion to start.
New units what I added to my mod have not this promotion after training.
Where is error, please :please:
 
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