IMPORTANT need help for new trait, unique unit and building

hunterness

Chieftain
Joined
Jan 29, 2011
Messages
11
Location
Canada
Hey guys! I am currently creating a civilization that existed well over 700 years. I need help to create a new trait, a unique unit & building for the civilization. (THIS IS FOR CIV5 FOR ANY CONFUSIONS) I need someone to guide me through to what to modify/create in order to achieve the following:

New trait code help:
The new trait that I want to do is a trait that allows all the military units to gain a 25% attack bonus when fighting on a desert tile or a 35% attack bonus when fighting on a tile that has a hill. further, If the military unit is fighting on a tile that is a desert AND a hill, than the attack bonus modifier should be 60%. Also, IF possible, a 10% military bonus when flanking.

Unique unit code help:
The new unit is supposed to be horseman, but rather a much more stronger horseman. The unit is supposed to use only 1 movement while travelling on a hill tile. so If the unit is currently on a flat terrain, the unit wants to move across a tile with a hill to a flat terrain tile, than only 1 TURN is needed to travel the distance, not like normally needed, 2. Also, The unit is supposed to have a +3 strength more than the regular horseman. Further, the unit is supposed to be able to move 6 not 4 like the horseman. Finally, the unit is to have the promotion of fighting at full strength even when damaged. (replaces horseman of course)

Unique building code help:
The new building is supposed to be a building that is supposed to give a random strength + experience to the unit garrisoned in the city after 10 turns. the bonus strength should be a random between 1-3, experience should be 1-10. IF this is not possible, than the building is supposed to give a random promotion to any unit built in that city after the building was built. IF this is not possible, than last hope is that the building is supposed to give 50 exp to units created in the city after the building was built. (the building is supposed to replace the barracks)

IMPORTANT INFORMATION:

-If you are able to create new promotions for the trait or the unique unit, than don't hesitate (as If I knew :mischief:) BUT I CAN ONLY ASK YOU TO MAKE THE CODES FOR THE MOD AS REQUESTED. Do what you need to do.

-If you are a "pro" at making such a request for the new building, than PLEASE make the code if it is possible to make, within your knowledge, according to the first description. IGNORE the rest, if not 2nd request, and if not, I am sure the 3rd one would be possible ;)

-A very important point to consider is that don't worry about the names or anything like that, I will change the names accordingly, and I will be able to reference them. So if there is a text string asking for something YOU chose the name for, I'll be able to handle it :)

-And MOST IMPORTANTLY, Your name will be shown as the author too, and in the special thanks.

PLEASE REPLY WITH THE CODES TO THIS POST, AS I WILL BE CHECKING IN VERY SHORT PERIODS OF TIME CONSISTENTLY FOR ANY CODES :)

FYI: more details on the civilization will be released later, but one hint that could be given to those interested, is that I am adding a "Dawn Of Man" voice with the mod. Simply, When you are loading the game, and playing as "my" civilization, You will ACTUALLY hear someone reading that historical information of that civilization :)

I will also be updating the mod A LOT, that means I will try my best to make it the highest quality....And so far I've gotten some things accomplished for the civilization such as its own unique, history-realistic culture colors, Leader, Icon, etc. !
 
Looks Cool I'll see what I can do to help you...
I removed the assyrians since ambrox62 are including them in his mediterranian civs pack.
 
Thank you so much! and cool :) If you trace back the people who lived in my country, I would be called a Phoenician ;)

and please, if you happen to be able to do them, and also were very generous to make those codes, please reply to me and do what you have to do to provide me with them :) (i.e. upload to a sharing website like mediafire). I really appreciate your reply :D
 
For the building, look in the social policies XML file because there is a similar policy there. the unit should be easy to modify in the basic part. You can't add new promotions (as far as i know), so the "Bushido" trait promotion is probably gonna be very hard.I'll edit when i find out more
 
Ty for the reply again, but the problem is I don't know how to make the codes for them. I've looked at many modding tutorials, but I was unable to figure out those things. I don't know what to do, and your advice/help would be very beneficial to me. Also, I don't know if you have the time to make them/if you would want to. All I can say is that I hope that you are able to, or you are able to specifically tell me what to edit. Thank you again!
 
Here'd the code:
Spoiler :
<Row>
<Class>UNITCLASS_HORSEMAN</Class>
<Type>UNIT_name of civ_Unit name</Type>
<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
<Combat>13</Combat>
<Cost>90</Cost>
<Moves>6</Moves>
<HurryCostModifier>20</HurryCostModifier>
<CombatClass>UNITCOMBAT_MOUNTED</CombatClass>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_FAST_ATTACK</DefaultUnitAI>
<Description>TXT_KEY_UNIT_HORSEMAN</Description>
<Civilopedia>TXT_KEY_CIV5_ANTIQUITY_HORSEMAN_TEXT</Civilopedia>
<Strategy>TXT_KEY_UNIT_HORSEMAN_STRATEGY</Strategy>
<Help>TXT_KEY_UNIT_HELP_HORSEMAN</Help>
<MilitarySupport>true</MilitarySupport>
<MilitaryProduction>true</MilitaryProduction>
<Pillage>true</Pillage>
<ObsoleteTech>TECH_METALLURGY</ObsoleteTech>
<GoodyHutUpgradeUnitClass>UNITCLASS_KNIGHT</GoodyHutUpgradeUnitClass>
<AdvancedStartCost>20</AdvancedStartCost>
<XPValueAttack>3</XPValueAttack>
<XPValueDefense>3</XPValueDefense>
<UnitArtInfo>ART_DEF_UNIT_HORSEMAN</UnitArtInfo>
<UnitFlagIconOffset>17</UnitFlagIconOffset>
<IconAtlas>UNIT_ATLAS_1</IconAtlas>
<PortraitIndex>17</PortraitIndex>
<MoveRate>QUADRUPED</MoveRate>
</Row>
<Row>
<UnitType>UNIT_name of civ_unit name</UnitType>
<PromotionType>PROMOTION_IGNORE_TERRAIN_COST</PromotionType>
</Row>
 
You need a lot more than that to make the UU work. For one thing, those <Row> definitions have to be inside actual table definitions. That is
Code:
<GameData>
  <Units>
    <Row>
      first part
    </Row>
  </Units>

  <Units_FreePromotions>
    <Row>
      second part
    </Row>
  </Units_FreePromotions>
</GameData>
(I don't have the code in front of me, so that second table might have the wrong name, but it should be easy to find.)

But that's not nearly enough, because you're missing the resource quantity requirement table entry (that tells the game you need a Horse), the flavor entry (tells the AI how much it should want to build these), the upgrade entry (telling the game what this unit upgrades to), the UnitAI entry... basically, if there's an entry in any table in CIV5Units.xml relating to the Horseman, you'd need to duplicate it for your new unit.

Also, the text keys in that block of code all point to the Horseman's entry. Presumably you'd want new text keys, so that it says something other than "Horseman" when you select the unit. So you'll need to create those, and then change the <Description>, <Civilopedia>, <Strategy>, and <Help> entries. Easy enough to change, although you'll have to write out what you want all of those tooltips to say.

And I'm not going to get into the unit icons (need 2, one for the flag and one for the civilopedia), or art defines for modified 3D models. That's a whole other level of modding; adding the icons isn't TOO bad, since you'd want to add a new icon atlas for the other things your custom civ has, but the art define bit is a huge change.
 
Back
Top Bottom