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How do i add units for civ 4

Discussion in 'Civ4 - Creation & Customization' started by chickenx4, Oct 20, 2016.

  1. chickenx4

    chickenx4 Prince

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    hey I got a unit called the ceo musket man and I don know what to do can you help me.
     
  2. Dumanios

    Dumanios MLG

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  3. chickenx4

    chickenx4 Prince

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    I most likely need help with doing the text part
     
  4. Emperor Ukunaka Kukvlkana

    Emperor Ukunaka Kukvlkana Chieftain

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    are these going to be unique for a civ or useable by all civs
     
  5. Emperor Ukunaka Kukvlkana

    Emperor Ukunaka Kukvlkana Chieftain

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    youre going to have to code it in unitinfos and then connect its tags in artdefines_Unit and GameText XML Files for your mod

    example for:

    Spoiler :

    Code:
            <UnitInfo>
                <Class>UNITCLASS_MUSKETMAN</Class>
                <Type>UNIT_MISSISSIPPI_NATCHEZ</Type>
                <UniqueNames/>
                <Special>NONE</Special>
                <Capture>NONE</Capture>
                <Combat>UNITCOMBAT_GUN</Combat>
                <Domain>DOMAIN_LAND</Domain>
                <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
                <Invisible>NONE</Invisible>
                <SeeInvisible>NONE</SeeInvisible>
                <Description>TXT_KEY_UNIT_MISSISSIPPI_NATCHEZ</Description>
                <Civilopedia>TXT_KEY_UNIT_MISSISSIPPI_NATCHEZ_PEDIA</Civilopedia>
                <Strategy>TXT_KEY_UNIT_MISSISSIPPI_NATCHEZ_STRATEGY</Strategy>
                <Advisor>ADVISOR_MILITARY</Advisor>
                <bAnimal>0</bAnimal>
                <bFood>0</bFood>
                <bNoBadGoodies>0</bNoBadGoodies>
                <bOnlyDefensive>0</bOnlyDefensive>
                <bNoCapture>0</bNoCapture>
                <bQuickCombat>0</bQuickCombat>
                <bRivalTerritory>0</bRivalTerritory>
                <bMilitaryHappiness>1</bMilitaryHappiness>
                <bMilitarySupport>1</bMilitarySupport>
                <bMilitaryProduction>1</bMilitaryProduction>
                <bPillage>1</bPillage>
                <bSpy>0</bSpy>
                <bSabotage>0</bSabotage>
                <bDestroy>0</bDestroy>
                <bStealPlans>0</bStealPlans>
                <bInvestigate>0</bInvestigate>
                <bCounterSpy>0</bCounterSpy>
                <bFound>0</bFound>
                <bGoldenAge>0</bGoldenAge>
                <bInvisible>0</bInvisible>
                <bFirstStrikeImmune>0</bFirstStrikeImmune>
                <bNoDefensiveBonus>0</bNoDefensiveBonus>
                <bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
                <bCanMoveImpassable>0</bCanMoveImpassable>
                <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
                <bFlatMovementCost>0</bFlatMovementCost>
                <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
                <bNukeImmune>0</bNukeImmune>
                <bPrereqBonuses>0</bPrereqBonuses>
                <bPrereqReligion>0</bPrereqReligion>
                <bMechanized>0</bMechanized>
                <bSuicide>0</bSuicide>
                <bHiddenNationality>0</bHiddenNationality>
                <bAlwaysHostile>0</bAlwaysHostile>
                <UnitClassUpgrades>
                    <UnitClassUpgrade>
                        <UnitClassUpgradeType>UNITCLASS_RIFLEMAN</UnitClassUpgradeType>
                        <bUnitClassUpgrade>1</bUnitClassUpgrade>
                    </UnitClassUpgrade>
                </UnitClassUpgrades>
                <UnitClassTargets/>
                <UnitCombatTargets/>
                <UnitClassDefenders/>
                <UnitCombatDefenders/>
                <FlankingStrikes/>
                <UnitAIs>
                    <UnitAI>
                        <UnitAIType>UNITAI_ATTACK</UnitAIType>
                        <bUnitAI>1</bUnitAI>
                    </UnitAI>
                    <UnitAI>
                        <UnitAIType>UNITAI_RESERVE</UnitAIType>
                        <bUnitAI>1</bUnitAI>
                    </UnitAI>
                    <UnitAI>
                        <UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
                        <bUnitAI>1</bUnitAI>
                    </UnitAI>
                </UnitAIs>
                <NotUnitAIs/>
                <Builds/>
                <ReligionSpreads/>
                <CorporationSpreads/>
                <GreatPeoples/>
                <Buildings/>
                <ForceBuildings/>
                <HolyCity>NONE</HolyCity>
                <ReligionType>NONE</ReligionType>
                <StateReligion>NONE</StateReligion>
                <PrereqReligion>NONE</PrereqReligion>
                <PrereqCorporation>NONE</PrereqCorporation>
                <PrereqBuilding>NONE</PrereqBuilding>
                <PrereqTech>TECH_GUNPOWDER</PrereqTech>
                <TechTypes/>
                <BonusType>NONE</BonusType>
                <PrereqBonuses/>
                <ProductionTraits/>
                <Flavors/>
                <iAIWeight>0</iAIWeight>
                <iCost>80</iCost>
                <iHurryCostModifier>0</iHurryCostModifier>
                <iAdvancedStartCost>100</iAdvancedStartCost>
                <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
                <iMinAreaSize>-1</iMinAreaSize>
                <iMoves>1</iMoves>
                <bNoRevealMap>0</bNoRevealMap>
                <iAirRange>0</iAirRange>
                <iAirUnitCap>0</iAirUnitCap>
                <iDropRange>0</iDropRange>
                <iNukeRange>-1</iNukeRange>
                <iWorkRate>0</iWorkRate>
                <iBaseDiscover>0</iBaseDiscover>
                <iDiscoverMultiplier>0</iDiscoverMultiplier>
                <iBaseHurry>0</iBaseHurry>
                <iHurryMultiplier>0</iHurryMultiplier>
                <iBaseTrade>0</iBaseTrade>
                <iTradeMultiplier>0</iTradeMultiplier>
                <iGreatWorkCulture>0</iGreatWorkCulture>
                <iEspionagePoints>0</iEspionagePoints>
                <TerrainImpassables/>
                <FeatureImpassables/>
                <TerrainPassableTechs/>
                <FeaturePassableTechs/>
                <iCombat>10</iCombat>
                <iCombatLimit>100</iCombatLimit>
                <iAirCombat>0</iAirCombat>
                <iAirCombatLimit>0</iAirCombatLimit>
                <iXPValueAttack>4</iXPValueAttack>
                <iXPValueDefense>2</iXPValueDefense>
                <iFirstStrikes>0</iFirstStrikes>
                <iChanceFirstStrikes>0</iChanceFirstStrikes>
                <iInterceptionProbability>0</iInterceptionProbability>
                <iEvasionProbability>0</iEvasionProbability>
                <iWithdrawalProb>0</iWithdrawalProb>
                <iCollateralDamage>0</iCollateralDamage>
                <iCollateralDamageLimit>0</iCollateralDamageLimit>
                <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
                <iCityAttack>0</iCityAttack>
                <iCityDefense>0</iCityDefense>
                <iAnimalCombat>0</iAnimalCombat>
                <iHillsAttack>0</iHillsAttack>
                <iHillsDefense>0</iHillsDefense>
                <TerrainNatives/>
                <FeatureNatives/>
                <TerrainAttacks/>
                <TerrainDefenses/>
                <FeatureAttacks/>
                <FeatureDefenses/>
                <UnitClassAttackMods/>
                <UnitClassDefenseMods/>
                <UnitCombatMods>
                    <UnitCombatMod>
                        <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
                        <iUnitCombatMod>50</iUnitCombatMod>
                    </UnitCombatMod>
                </UnitCombatMods>
                <UnitCombatCollateralImmunes/>
                <DomainMods/>
                <BonusProductionModifiers/>
                <iBombRate>0</iBombRate>
                <iBombardRate>0</iBombardRate>
                <SpecialCargo>NONE</SpecialCargo>
                <DomainCargo>NONE</DomainCargo>
                <iCargo>0</iCargo>
                <iConscription>4</iConscription>
                <iCultureGarrison>7</iCultureGarrison>
                <iExtraCost>0</iExtraCost>
                <iAsset>3</iAsset>
                <iPower>9</iPower>
                <UnitMeshGroups>
                    <iGroupSize>3</iGroupSize>
                    <fMaxSpeed>1.75</fMaxSpeed>
                    <fPadTime>1</fPadTime>
                    <iMeleeWaveSize>3</iMeleeWaveSize>
                    <iRangedWaveSize>0</iRangedWaveSize>
                    <UnitMeshGroup>
                        <iRequired>3</iRequired>
                        <EarlyArtDefineTag>ART_DEF_UNIT_MISSISSIPPI_NATCHEZ</EarlyArtDefineTag>
                    </UnitMeshGroup>
                </UnitMeshGroups>
                <FormationType>FORMATION_TYPE_RANGED</FormationType>
                <HotKey/>
                <bAltDown>0</bAltDown>
                <bShiftDown>0</bShiftDown>
                <bCtrlDown>0</bCtrlDown>
                <iHotKeyPriority>0</iHotKeyPriority>
                <FreePromotions/>
                <LeaderPromotion>NONE</LeaderPromotion>
                <iLeaderExperience>0</iLeaderExperience>
            </UnitInfo>
    


    the art defines tag
    <EarlyArtDefineTag>ART_DEF_UNIT_MISSISSIPPI_NATCHEZ</EarlyArtDefineTag>

    and the GameText tag
    <Description>TXT_KEY_UNIT_MISSISSIPPI_NATCHEZ</Description>
    <Civilopedia>TXT_KEY_UNIT_MISSISSIPPI_NATCHEZ_PEDIA</Civilopedia>
    <Strategy>TXT_KEY_UNIT_MISSISSIPPI_NATCHEZ_STRATEGY</Strategy>


    must both have corresponding code in artdefines_unit XML and GameText XML



    the tags
    Spoiler :

    <PrereqReligion>NONE</PrereqReligion>
    <PrereqCorporation>NONE</PrereqCorporation>
    <PrereqBuilding>NONE</PrereqBuilding>
    <PrereqTech>TECH_GUNPOWDER</PrereqTech>


    Can be used to define what techs or other prerequisites are need to build the unit
     
  6. Emperor Ukunaka Kukvlkana

    Emperor Ukunaka Kukvlkana Chieftain

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    i tried to be concise yet not make a full how to guide, if you need further help, ask.
     
  7. Emperor Ukunaka Kukvlkana

    Emperor Ukunaka Kukvlkana Chieftain

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    the unit you downloaded was it just the art files or is their any XML text files?
     
  8. chickenx4

    chickenx4 Prince

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    Last edited: Feb 12, 2017
  9. chickenx4

    chickenx4 Prince

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    Ugh this is so hard to mod civ is there a program that helps you with modding the game I really need help with adding that Coe musketman I would also like to see a video on how to add units in the game
     
  10. Leoreth

    Leoreth 心の怪盗団 Moderator

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    I think what gives you trouble is that you actually want to do two things:

    a) add a new unit to the game
    b) add new unit art to the game

    If you don't have experience modding the game, things can be overwhelming, so I suggest breaking them into parts that are as small as possible.

    In your case, why not try the following first:
    - pick a unit (e.g. a musketman) and change its art to the one you want to use: go to XML/Art/CIV4ArtDefines_Unit.xml and edit ART_DEF_UNIT_MUSKETMAN to point to your new art. See in the game if it worked
    - create a new unit by copy and pasting an existing one: go to XML/Units/CIV4UnitInfos.xml and copy the whole block containing say UNIT_MUSKETMAN and change it to UNIT_COE_MUSKETMAN, don't change anything else. Then check if the unit is in the game

    It's not that hard, but to really understand it you have to get your hands dirty a bit first. As soon as you run into concrete problems (like error messages, or you make a change but it does not have the effect you expected) people can help you.
     
  11. chickenx4

    chickenx4 Prince

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    i have no experience i only have experience on moding civ 3
     
  12. clanky4

    clanky4 Emperor

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    As leoreth has stated getting started is always tough. That being said there are quite a few good tutorials located here:
    https://forums.civfanatics.com/forums/civ4-modding-tutorials-reference.177/

    To narrow it down a bit kael made an excellent video tutorial series about the absolute basics of creating a mod in civilization 4:
    https://forums.civfanatics.com/threads/msmd-how-to-create-a-mod-video-demo.262402/

    It doesn't go into too much detail but it is a great place to start if you are an absolute beginner.

    There are also quite a few tutorials about adding units to a mod. This one made by Rabbit, White is fairly informative but not too overwhelming:
    https://forums.civfanatics.com/thre...created-units-to-civ4-in-6-easy-steps.176460/
     
  13. Leoreth

    Leoreth 心の怪盗団 Moderator

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    Experience comes from doing, never from tutorials or guides alone. Focus on something as simple as possible first instead of trying to reach your ultimate goal on the first try. It's not bad if something goes wrong at first, we can help in that case and you will learn from the experience.

    If you wait until you get experience before you start you will never start at all.
     
  14. chickenx4

    chickenx4 Prince

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    The unit I was going to add I'm not replacing a unit I'm adding a extra one
     
  15. Leoreth

    Leoreth 心の怪盗団 Moderator

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    ^
     
  16. chickenx4

    chickenx4 Prince

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    If there was a video it would be easier
     
  17. Nightinggale

    Nightinggale Deity Supporter

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    I think the easiest approach is to copy paste an existing unit and then change Type. After that you can change one thing at a time and see the result ingame. Trying to make everything from scratch is hard even for experienced modders.

    Yeah, video tutorials are often nice, but who should make them?

    Also semi-related to this topic, I'm working on an xml editor to make it easier to set up xml files. It's not completely done yet though and has yet to be moved to BTS (though it shouldn't give major problems. I planned the move)
    https://forums.civfanatics.com/threads/xml-gui-progress.561743/page-2
     
  18. chickenx4

    chickenx4 Prince

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    Can I try it
     
  19. Nightinggale

    Nightinggale Deity Supporter

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    Right now it exist inside Medieval Conquest (Colonization mod). The plan is to finish it and then make a modcomp for BTS. This modcomp can then be used as is or be added to existing BTS mods.

    You can either try it in M:C or wait for the modcomp. I hope to make the modcomp soon, like in a week or two, but I can't promise a certain date. It all depends on issues encountered and my available modding time. Regardless of what happens, it's soon relative to the fact that I have worked on an editor on and off since 2015.
     
  20. chickenx4

    chickenx4 Prince

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    I have normal civ 4
     

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