Electric_Gamers
Chieftain
Hi, I'm new (as a member) to the CivFanatics center and thus I don't know if this is the correct sub-forum to post-this.
Ok, so I have both Civ V and Civ Beyond Earth installed and since they use the same game engine I figured out if I could make a futuristic mod for Civ V using the units from BE.
(Kind of a Late-Game expansion, where you would upgrade the Modern Armor to the hover tanks of BE and the other units, using new Techs, and some of the latest ones, i.e. Particle Physics -> Tanks; Nano Tech -> Soldiers; Nuclear Fusion -> Ships, being the three afinnities unlockable at the same tech but with different stats, making the choice a matter of strategy.)
However, to test the unit adding method, I decided to test only one unit, the Combat Rover (cavalry01). I managed to change the stats and make it spawn in-game, but when I select it (using IGE to spawn it) it appears, and moves, and sounds, like pikemen. (The stats have changed to what I set, though.) I've tried different approaches on the ArtDef and ArtDefMember files to select the .fxsxml from civ BE that I put inside the mod folder (shown below) but for some reason none of it works...
Could anyone please tell me what I am doing wrong and how do I fix this issue?
Cheers!
Note: Here are some of the tutorials I followed.
Add a new unit in the game (using SQL) by Gedemon
HOWTO: New Unit Creation by lemmy101
My main xml file:
"
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 10/14/2018 2:04:51 PM -->
<GameData>
<!-- My Unit -->
<UnitClasses>
<Row>
<Type>UNITCLASS_CAVALRY01</Type>
<Description>TXT_KEY_UNIT_CAVALRY01</Description>
<DefaultUnit>UNIT_CAVALRY01</DefaultUnit>
</Row>
</UnitClasses>
<Units>
<Row>
<Class>UNITCLASS_CAVALRY01</Class>
<Type>UNIT_CAVALRY01</Type>
<PrereqTech>TECH_PARTICLE_PHYSICS</PrereqTech>
<Combat>85</Combat>
<Cost>450</Cost>
<Moves>3</Moves>
<Range>4</Range>
<CombatClass>UNITCOMBAT_ARMOR</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_FAST_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_CAVALRY01</Description>
<Civilopedia>TXT_KEY_CIV5_ANTIQUITY_CAVALRY01_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_CAVALRY01_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_CAVALRY01</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<ObsoleteTech></ObsoleteTech>
<AdvancedStartCost>80</AdvancedStartCost>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_CAVALRY01</UnitArtInfo>
<UnitFlagIconOffset>0</UnitFlagIconOffset>
<IconAtlas>TECH_ATLAS_1</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Row>
</Units>
<Unit_AITypes>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<UnitAIType>UNITAI_FAST_ATTACK</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<UnitAIType>UNITAI_DEFENSE</UnitAIType>
</Row>
</Unit_AITypes>
<Unit_ClassUpgrades>
</Unit_ClassUpgrades>
<Unit_Flavors>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<FlavorType>FLAVOR_DEFENSE</FlavorType>
<Flavor>10</Flavor>
</Row>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<FlavorType>FLAVOR_OFFENSE</FlavorType>
<Flavor>20</Flavor>
</Row>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<FlavorType>FLAVOR_MOBILE</FlavorType>
<Flavor>12</Flavor>
</Row>
</Unit_Flavors>
<Unit_FreePromotions>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<PromotionType>PROMOTION_ONLY_DEFENSE</PromotionType>
</Row>
</Unit_FreePromotions>
<Language_en_US>
<Row Tag="TXT_KEY_UNIT_CAVALRY01">
<Text>Cavalry</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_HELP_CAVALRY01">
<Text>help</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_ANTIQUITY_CAVALRY01_TEXT">
<Text>historical info</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_CAVALRY01_STRATEGY">
<Text>strategy</Text>
</Row>
</Language_en_US>
</GameData>
"
My ArtDef File
"
<?xml version="1.0" encoding="utf-8"?>
<GameData>
<ArtDefine_UnitInfos>
<Row>
<Type>ART_DEF_UNIT_CAVALRY01</Type>
<DamageStates>1</DamageStates>
<Formation>Vehicle</Formation>
</Row>
</ArtDefine_UnitInfos>
<ArtDefine_UnitInfoMemberInfos>
<Row>
<UnitInfoType>ART_DEF_UNIT_CAVALRY01</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_CAVALRY01</UnitMemberInfoType>
<NumMembers>3</NumMembers>
</Row>
</ArtDefine_UnitInfoMemberInfos>
<ArtDefine_UnitMemberInfos>
<Row>
<Type>ART_DEF_UNIT_MEMBER_CAVALRY01</Type>
<Scale>0.100000001490116</Scale>
<Model>cavalry01.fxsxml</Model>
<MaterialTypeTag>METAL</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberInfos>
<ArtDefine_UnitMemberCombats>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_CAVALRY01</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady</EnableActions>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasStationaryMelee>1</HasStationaryMelee>
<HasRefaceAfterCombat>0</HasRefaceAfterCombat>
<ReformBeforeCombat>1</ReformBeforeCombat>
<HasIndependentWeaponFacing>1</HasIndependentWeaponFacing>
</Row>
</ArtDefine_UnitMemberCombats>
<ArtDefine_UnitMemberCombatWeapons>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_CAVALRY01</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<VisKillStrengthMin>25.0</VisKillStrengthMin>
<VisKillStrengthMax>50.0</VisKillStrengthMax>
<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>EXPLOSION20POUND</WeaponTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberCombatWeapons>
<ArtDefine_StrategicView>
<Row>
<StrategicViewType>ART_DEF_UNIT_CAVALRY01</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_ModernArmor.dds</Asset>
</Row>
</ArtDefine_StrategicView>
</GameData>
"
Ok, so I have both Civ V and Civ Beyond Earth installed and since they use the same game engine I figured out if I could make a futuristic mod for Civ V using the units from BE.
(Kind of a Late-Game expansion, where you would upgrade the Modern Armor to the hover tanks of BE and the other units, using new Techs, and some of the latest ones, i.e. Particle Physics -> Tanks; Nano Tech -> Soldiers; Nuclear Fusion -> Ships, being the three afinnities unlockable at the same tech but with different stats, making the choice a matter of strategy.)
However, to test the unit adding method, I decided to test only one unit, the Combat Rover (cavalry01). I managed to change the stats and make it spawn in-game, but when I select it (using IGE to spawn it) it appears, and moves, and sounds, like pikemen. (The stats have changed to what I set, though.) I've tried different approaches on the ArtDef and ArtDefMember files to select the .fxsxml from civ BE that I put inside the mod folder (shown below) but for some reason none of it works...
Could anyone please tell me what I am doing wrong and how do I fix this issue?
Cheers!
Note: Here are some of the tutorials I followed.
Add a new unit in the game (using SQL) by Gedemon
HOWTO: New Unit Creation by lemmy101
My main xml file:
"
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 10/14/2018 2:04:51 PM -->
<GameData>
<!-- My Unit -->
<UnitClasses>
<Row>
<Type>UNITCLASS_CAVALRY01</Type>
<Description>TXT_KEY_UNIT_CAVALRY01</Description>
<DefaultUnit>UNIT_CAVALRY01</DefaultUnit>
</Row>
</UnitClasses>
<Units>
<Row>
<Class>UNITCLASS_CAVALRY01</Class>
<Type>UNIT_CAVALRY01</Type>
<PrereqTech>TECH_PARTICLE_PHYSICS</PrereqTech>
<Combat>85</Combat>
<Cost>450</Cost>
<Moves>3</Moves>
<Range>4</Range>
<CombatClass>UNITCOMBAT_ARMOR</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_FAST_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_CAVALRY01</Description>
<Civilopedia>TXT_KEY_CIV5_ANTIQUITY_CAVALRY01_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_CAVALRY01_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_CAVALRY01</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<ObsoleteTech></ObsoleteTech>
<AdvancedStartCost>80</AdvancedStartCost>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_CAVALRY01</UnitArtInfo>
<UnitFlagIconOffset>0</UnitFlagIconOffset>
<IconAtlas>TECH_ATLAS_1</IconAtlas>
<PortraitIndex>0</PortraitIndex>
</Row>
</Units>
<Unit_AITypes>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<UnitAIType>UNITAI_FAST_ATTACK</UnitAIType>
</Row>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<UnitAIType>UNITAI_DEFENSE</UnitAIType>
</Row>
</Unit_AITypes>
<Unit_ClassUpgrades>
</Unit_ClassUpgrades>
<Unit_Flavors>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<FlavorType>FLAVOR_DEFENSE</FlavorType>
<Flavor>10</Flavor>
</Row>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<FlavorType>FLAVOR_OFFENSE</FlavorType>
<Flavor>20</Flavor>
</Row>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<FlavorType>FLAVOR_MOBILE</FlavorType>
<Flavor>12</Flavor>
</Row>
</Unit_Flavors>
<Unit_FreePromotions>
<Row>
<UnitType>UNIT_CAVALRY01</UnitType>
<PromotionType>PROMOTION_ONLY_DEFENSE</PromotionType>
</Row>
</Unit_FreePromotions>
<Language_en_US>
<Row Tag="TXT_KEY_UNIT_CAVALRY01">
<Text>Cavalry</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_HELP_CAVALRY01">
<Text>help</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_ANTIQUITY_CAVALRY01_TEXT">
<Text>historical info</Text>
</Row>
<Row Tag="TXT_KEY_UNIT_CAVALRY01_STRATEGY">
<Text>strategy</Text>
</Row>
</Language_en_US>
</GameData>
"
My ArtDef File
"
<?xml version="1.0" encoding="utf-8"?>
<GameData>
<ArtDefine_UnitInfos>
<Row>
<Type>ART_DEF_UNIT_CAVALRY01</Type>
<DamageStates>1</DamageStates>
<Formation>Vehicle</Formation>
</Row>
</ArtDefine_UnitInfos>
<ArtDefine_UnitInfoMemberInfos>
<Row>
<UnitInfoType>ART_DEF_UNIT_CAVALRY01</UnitInfoType>
<UnitMemberInfoType>ART_DEF_UNIT_MEMBER_CAVALRY01</UnitMemberInfoType>
<NumMembers>3</NumMembers>
</Row>
</ArtDefine_UnitInfoMemberInfos>
<ArtDefine_UnitMemberInfos>
<Row>
<Type>ART_DEF_UNIT_MEMBER_CAVALRY01</Type>
<Scale>0.100000001490116</Scale>
<Model>cavalry01.fxsxml</Model>
<MaterialTypeTag>METAL</MaterialTypeTag>
<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberInfos>
<ArtDefine_UnitMemberCombats>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_CAVALRY01</UnitMemberType>
<EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady</EnableActions>
<HasShortRangedAttack>1</HasShortRangedAttack>
<HasStationaryMelee>1</HasStationaryMelee>
<HasRefaceAfterCombat>0</HasRefaceAfterCombat>
<ReformBeforeCombat>1</ReformBeforeCombat>
<HasIndependentWeaponFacing>1</HasIndependentWeaponFacing>
</Row>
</ArtDefine_UnitMemberCombats>
<ArtDefine_UnitMemberCombatWeapons>
<Row>
<UnitMemberType>ART_DEF_UNIT_MEMBER_CAVALRY01</UnitMemberType>
<Index>0</Index>
<SubIndex>0</SubIndex>
<VisKillStrengthMin>25.0</VisKillStrengthMin>
<VisKillStrengthMax>50.0</VisKillStrengthMax>
<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
<WeaponTypeSoundOverrideTag>EXPLOSION20POUND</WeaponTypeSoundOverrideTag>
</Row>
</ArtDefine_UnitMemberCombatWeapons>
<ArtDefine_StrategicView>
<Row>
<StrategicViewType>ART_DEF_UNIT_CAVALRY01</StrategicViewType>
<TileType>Unit</TileType>
<Asset>SV_ModernArmor.dds</Asset>
</Row>
</ArtDefine_StrategicView>
</GameData>
"
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