In the xml/units/civ4unitinfos.xml it is UNITCLASS_WORKANIMAL.
OK, thanks.
In the xml/units/civ4unitinfos.xml it is UNITCLASS_WORKANIMAL.
In addition it should require "Dog" resource.
Thanks!![]()
Which means I will need to put in a new animal assisted worker for those people without dogs.![]()
No you don't because everyone can make a Dog Breeder. Its not a limited resource like elephants or horses. All you need is a Dog Breeder to make dog resource in one city and then you have the unit in any city that has access to that resource via trade routes.
Then you could have just said that it needs the Dog Breeder somewhere. There is XML in vanilla BtS buildings for that.![]()
SilentConfusion will be helping out with new units to help lighten the load for ls612. After ls612 teaches him how to do so. So please welcome him to the modding team!
![]()
Let me know, ls612, how I can be of help. I'm a quick learner and I'm familiar with the UnitInfos.xml file and also art defines XML.
@SilentConfusion & ls612
Here is the frist unit I would like SilentConfusion to do. ls612 please teach him how to make this.
Thanks!![]()
<UnitInfo>
<Class>UNITCLASS_URBAN_HORSEMAN</Class>
<Type>UNIT_URBAN_HORSEMAN</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MOUNTED</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_URBAN_HORSEMAN</Description>
<Civilopedia>TXT_KEY_UNIT_URBAN_HORSEMAN_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_URBAN_HORSEMAN_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>1</bFirstStrikeImmune>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</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>
<bRenderBelowWater>0</bRenderBelowWater>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<bWorkerTrade>0</bWorkerTrade>
[COLOR="Red"]<bMilitaryTrade>0</bMilitaryTrade>[/COLOR]
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
<iFlankingStrength>50</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass>
<iFlankingStrength>50</iFlankingStrength>
</FlankingStrike>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
[COLOR="Red"]<UnitAI>
<UnitAIType>UNITAI_COUNTER</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>[/COLOR]
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>BUILDING_HORSE_TRAINER</PrereqBuilding>
<PrereqTech>TECH_GUERRILLA_WARFARE</PrereqTech>
<TechTypes/>
<BonusType>BONUS_HORSE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_WARE_IRON</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
[COLOR="Red"]<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>[/COLOR]
[COLOR="Red"]<iMinAreaSize>-1</iMinAreaSize>[/COLOR]
<iMoves>2</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>18</iCombat>
[COLOR="Red"]<iCombatLimit>100</iCombatLimit>[/COLOR]
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>6</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
[COLOR="Red"]<iWithdrawalProb>25</iWithdrawalProb>[/COLOR]
<iCollateralDamage>0</iCollateralDamage>
[COLOR="Red"]<iCollateralDamageLimit>100</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>[/COLOR]
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>TERRAIN_GRASS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_DESERT</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses/>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>FEATURE_FOREST</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_SWAMP</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
<FeatureDefenses/>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_TREBUCHET</UnitClassType>
<iUnitClassMod>25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
[COLOR="Red"]<iCultureGarrison>6</iCultureGarrison>[/COLOR]
<iExtraCost>0</iExtraCost>
[COLOR="Red"]<iAsset>3</iAsset>
<iPower>15</iPower>[/COLOR]
<UnitMeshGroups>
[COLOR="Red"]<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>[/COLOR]
<EarlyArtDefineTag>ART_DEF_UNIT_URBAN_HORSEMAN</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_COMMANDO</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_URBAN_HORSEMAN</Type>
<Button>,Art/Interface/Buttons/Units/SurvivorX_Mounted.dds</Button>
[COLOR="Red"]<fScale>0.42</fScale>[/COLOR]
[COLOR="Red"]<fInterfaceScale>1.0</fInterfaceScale>[/COLOR]
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Urban_Cavalry/persianimmortal.nif</NIF>
[COLOR="Red"]<KFM>Art/Units/Charlemagne_LightCavalry/LightCavalry.kfm</KFM>[/COLOR]
<SHADERNIF>Art/Units/Urban_Cavalry/persianimmortal_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
[COLOR="Red"]<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>[/COLOR]
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
[COLOR="Red"]<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>[/COLOR]
</UnitArtInfo>
First some questions for Hydro.
What withdrawal percentage do you want on this unit?
EDIT:
If these guys are Urban Horsemen do they have bonus attacking cities? Since they don't receive defensive bonus, I guess they aren't good at defending cities. Or is Urban just a description and has no special effects in cities?
/EDIT
The following is my first attempt at writing unit XML. Tags I'm less sure about are in red. Please let me know where I'm wrong.
UnitInfo code
Spoiler :Code:<UnitInfo> <Class>UNITCLASS_URBAN_HORSEMAN</Class> <Type>UNIT_URBAN_HORSEMAN</Type> <UniqueNames/> <Special>NONE</Special> <Capture>NONE</Capture> <Combat>UNITCOMBAT_MOUNTED</Combat> <Domain>DOMAIN_LAND</Domain> <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI> <Invisible>NONE</Invisible> <SeeInvisible>NONE</SeeInvisible> <Description>TXT_KEY_UNIT_URBAN_HORSEMAN</Description> <Civilopedia>TXT_KEY_UNIT_URBAN_HORSEMAN_PEDIA</Civilopedia> <Strategy>TXT_KEY_UNIT_URBAN_HORSEMAN_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>1</bFirstStrikeImmune> <bNoDefensiveBonus>1</bNoDefensiveBonus> <bIgnoreBuildingDefense>0</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> <bRenderBelowWater>0</bRenderBelowWater> <bSuicide>0</bSuicide> <bHiddenNationality>0</bHiddenNationality> <bAlwaysHostile>0</bAlwaysHostile> <bWorkerTrade>0</bWorkerTrade> [COLOR="Red"]<bMilitaryTrade>0</bMilitaryTrade>[/COLOR] <UnitClassUpgrades> <UnitClassUpgrade> <UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType> <bUnitClassUpgrade>1</bUnitClassUpgrade> </UnitClassUpgrade> </UnitClassUpgrades> <UnitClassTargets/> <UnitCombatTargets/> <UnitClassDefenders/> <UnitCombatDefenders/> <FlankingStrikes> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass> <iFlankingStrength>50</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass> <iFlankingStrength>50</iFlankingStrength> </FlankingStrike> </FlankingStrikes> <UnitAIs> <UnitAI> <UnitAIType>UNITAI_ATTACK</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> <UnitAI> <UnitAIType>UNITAI_PILLAGE</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> [COLOR="Red"]<UnitAI> <UnitAIType>UNITAI_COUNTER</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI>[/COLOR] </UnitAIs> <NotUnitAIs/> <Builds/> <ReligionSpreads/> <CorporationSpreads/> <GreatPeoples/> <Buildings/> <ForceBuildings/> <HolyCity>NONE</HolyCity> <ReligionType>NONE</ReligionType> <StateReligion>NONE</StateReligion> <PrereqReligion>NONE</PrereqReligion> <PrereqCorporation>NONE</PrereqCorporation> <PrereqBuilding>BUILDING_HORSE_TRAINER</PrereqBuilding> <PrereqTech>TECH_GUERRILLA_WARFARE</PrereqTech> <TechTypes/> <BonusType>BONUS_HORSE</BonusType> <PrereqBonuses> <BonusType>BONUS_WARE_IRON</BonusType> </PrereqBonuses> <ProductionTraits/> <Flavors/> <iAIWeight>0</iAIWeight> <iCost>200</iCost> <iHurryCostModifier>0</iHurryCostModifier> [COLOR="Red"]<iAdvancedStartCost>100</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>[/COLOR] [COLOR="Red"]<iMinAreaSize>-1</iMinAreaSize>[/COLOR] <iMoves>2</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>18</iCombat> [COLOR="Red"]<iCombatLimit>100</iCombatLimit>[/COLOR] <iAirCombat>0</iAirCombat> <iAirCombatLimit>0</iAirCombatLimit> <iXPValueAttack>6</iXPValueAttack> <iXPValueDefense>3</iXPValueDefense> <iFirstStrikes>0</iFirstStrikes> <iChanceFirstStrikes>0</iChanceFirstStrikes> <iInterceptionProbability>0</iInterceptionProbability> <iEvasionProbability>0</iEvasionProbability> [COLOR="Red"]<iWithdrawalProb>25</iWithdrawalProb>[/COLOR] <iCollateralDamage>0</iCollateralDamage> [COLOR="Red"]<iCollateralDamageLimit>100</iCollateralDamageLimit> <iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>[/COLOR] <iCityAttack>0</iCityAttack> <iCityDefense>0</iCityDefense> <iAnimalCombat>0</iAnimalCombat> <iHillsAttack>0</iHillsAttack> <iHillsDefense>0</iHillsDefense> <TerrainNatives/> <FeatureNatives/> <TerrainAttacks> <TerrainAttack> <TerrainType>TERRAIN_GRASS</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> <TerrainAttack> <TerrainType>TERRAIN_PLAINS</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> <TerrainAttack> <TerrainType>TERRAIN_DESERT</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> </TerrainAttacks> <TerrainDefenses/> <FeatureAttacks> <FeatureAttack> <FeatureType>FEATURE_FOREST</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_JUNGLE</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_SWAMP</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> </FeatureAttacks> <FeatureDefenses/> <UnitClassAttackMods> <UnitClassAttackMod> <UnitClassType>UNITCLASS_CATAPULT</UnitClassType> <iUnitClassMod>25</iUnitClassMod> </UnitClassAttackMod> <UnitClassAttackMod> <UnitClassType>UNITCLASS_TREBUCHET</UnitClassType> <iUnitClassMod>25</iUnitClassMod> </UnitClassAttackMod> </UnitClassAttackMods> <UnitClassDefenseMods/> <UnitCombatMods/> <UnitCombatCollateralImmunes/> <DomainMods/> <BonusProductionModifiers/> <iBombRate>0</iBombRate> <iBombardRate>0</iBombardRate> <SpecialCargo>NONE</SpecialCargo> <DomainCargo>NONE</DomainCargo> <iCargo>0</iCargo> <iConscription>0</iConscription> [COLOR="Red"]<iCultureGarrison>6</iCultureGarrison>[/COLOR] <iExtraCost>0</iExtraCost> [COLOR="Red"]<iAsset>3</iAsset> <iPower>15</iPower>[/COLOR] <UnitMeshGroups> [COLOR="Red"]<iGroupSize>3</iGroupSize> <fMaxSpeed>1.75</fMaxSpeed> <fPadTime>1</fPadTime> <iMeleeWaveSize>3</iMeleeWaveSize> <iRangedWaveSize>3</iRangedWaveSize> <UnitMeshGroup> <iRequired>2</iRequired>[/COLOR] <EarlyArtDefineTag>ART_DEF_UNIT_URBAN_HORSEMAN</EarlyArtDefineTag> </UnitMeshGroup> </UnitMeshGroups> <FormationType>FORMATION_TYPE_DEFAULT</FormationType> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <FreePromotions> <FreePromotion> <PromotionType>PROMOTION_COMMANDO</PromotionType> <bFreePromotion>1</bFreePromotion> </FreePromotion> </FreePromotions> <LeaderPromotion>NONE</LeaderPromotion> <iLeaderExperience>0</iLeaderExperience> </UnitInfo>
Art Define XML:
Spoiler :Code:<UnitArtInfo> <Type>ART_DEF_UNIT_URBAN_HORSEMAN</Type> <Button>,Art/Interface/Buttons/Units/SurvivorX_Mounted.dds</Button> [COLOR="Red"]<fScale>0.42</fScale>[/COLOR] [COLOR="Red"]<fInterfaceScale>1.0</fInterfaceScale>[/COLOR] <bActAsLand>0</bActAsLand> <bActAsAir>0</bActAsAir> <NIF>Art/Units/Urban_Cavalry/persianimmortal.nif</NIF> [COLOR="Red"]<KFM>Art/Units/Charlemagne_LightCavalry/LightCavalry.kfm</KFM>[/COLOR] <SHADERNIF>Art/Units/Urban_Cavalry/persianimmortal_fx.nif</SHADERNIF> <ShadowDef> <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF> <ShadowAttachNode>BIP Pelvis</ShadowAttachNode> <fShadowScale>1.0</fShadowScale> </ShadowDef> [COLOR="Red"]<fBattleDistance>0.35</fBattleDistance> <fRangedDeathTime>0.31</fRangedDeathTime>[/COLOR] <bActAsRanged>0</bActAsRanged> <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound> [COLOR="Red"]<AudioRunSounds> <AudioRunTypeLoop/> <AudioRunTypeEnd/> </AudioRunSounds>[/COLOR] </UnitArtInfo>
OK, a couple things.
- You did Collateral Damage wrong. iCollateralDamage is what percent of the unit's combat strength is used for Collateral Damage (in this case it should be 100%, not 0). iCollateralDamageLimit is the max damage that can be done to the unfortunate victims (hopefully not 100%).
- You should probably try loading this code to make sure there aren't any stupid errors (forgetting tags, misspelled stuff, etc). Also test the unit ingame to make sure that the art is right.
- You need an entry in the UnitClassInfos XML for this and 3 entries in the GameText XML (TXT_KEY_UNIT_SOMETHING, TXT_KEY_UNIT_SOMETHING_PEDIA, and TXT_KEY_UNIT_SOMETHING_STRATEGY)
<UnitInfo>
<Class>UNITCLASS_LIGHT_CAVALRY</Class>
<Type>UNIT_LIGHT_CAVALRY</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MOUNTED</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_LIGHT_CAVALRY</Description>
<Civilopedia>TXT_KEY_THIRD_ROUND_CHARL_UNIT_LIGHT_CAVALRY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_CHARL_UNIT_LIGHT_CAVALRY_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>1</bFirstStrikeImmune>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</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>
<bWorkerTrade>0</bWorkerTrade>
<bMilitaryTrade>0</bMilitaryTrade>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_CHIVALRY</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_ARCHER</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_LONGBOWMAN</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_CROSSBOWMAN</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_LIGHT_CROSSBOWMAN</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_HEAVY_CROSSBOWMAN</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</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>BUILDING_HORSE_TRAINER</PrereqBuilding>
<PrereqTech>TECH_STIRRUP</PrereqTech>
<TechTypes/>
<BonusType>BONUS_HORSE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_WARE_COPPER</BonusType>
<BonusType>BONUS_WARE_IRON</BonusType>
<BonusType>BONUS_OBSIDIAN</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>90</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</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>8</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>6</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>15</iWithdrawalProb>
[COLOR="Red"]<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>100</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>[/COLOR]
<iCityAttack>-20</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>TERRAIN_GRASS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_DESERT</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses/>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>FEATURE_FOREST</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_SWAMP</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>6</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>3</iAsset>
<iPower>15</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_LIGHT_CAVALRY</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_FLANKING1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_FLANKING2</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
<FreePromotion>
<PromotionType>PROMOTION_COMMANDO</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_HEAVY_CAVALRY</Class>
<Type>UNIT_HEAVY_CAVALRY</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MOUNTED</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_HEAVY_CAVALRY</Description>
<Civilopedia>TXT_KEY_THIRD_ROUND_CHARL_UNIT_HEAVY_CAVALRY_PEDIA</Civilopedia>
<Strategy>TXT_KEY_CHARL_UNIT_HEAVY_CAVALRY_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>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</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>
<bWorkerTrade>0</bWorkerTrade>
<bMilitaryTrade>0</bMilitaryTrade>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_CHIVALRY</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_ARCHER</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_LONGBOWMAN</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_CROSSBOWMAN</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_LIGHT_CROSSBOWMAN</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_HEAVY_CROSSBOWMAN</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_COUNTER</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>BUILDING_HORSE_TRAINER</PrereqBuilding>
<PrereqTech>TECH_INVENTION</PrereqTech>
<TechTypes>
<PrereqTech>TECH_HORSE_BREEDING</PrereqTech>
<PrereqTech>TECH_HERALDRY</PrereqTech>
</TechTypes>
<BonusType>BONUS_HORSE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_WARE_IRON</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>140</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>13</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>6</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>5</iWithdrawalProb>
[COLOR="Red"]<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>100</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>[/COLOR]
<iCityAttack>-10</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>TERRAIN_GRASS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_DESERT</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses/>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>FEATURE_FOREST</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_SWAMP</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>6</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>3</iAsset>
<iPower>25</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HEAVY_CAVALRY</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_COMMANDO</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_KNIGHT</Class>
<Type>UNIT_KNIGHT</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MOUNTED</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_KNIGHT</Description>
<Civilopedia>TXT_KEY_UNIT_KNIGHT_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_KNIGHT_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>1</bFirstStrikeImmune>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bIgnoreBuildingDefense>0</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>
<bWorkerTrade>0</bWorkerTrade>
<bMilitaryTrade>0</bMilitaryTrade>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
<FlankingStrike>
<FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass>
<iFlankingStrength>100</iFlankingStrength>
</FlankingStrike>
</FlankingStrikes>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</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>BUILDING_HORSE_TRAINER</PrereqBuilding>
<PrereqTech>TECH_ARMORED_CAVALRY</PrereqTech>
<TechTypes>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_HORSE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_WARE_IRON</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>140</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</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>13</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>6</iXPValueAttack>
<iXPValueDefense>3</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
[COLOR="Red"]<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>100</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>[/COLOR]
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks>
<TerrainAttack>
<TerrainType>TERRAIN_GRASS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
<TerrainAttack>
<TerrainType>TERRAIN_DESERT</TerrainType>
<iTerrainAttack>25</iTerrainAttack>
</TerrainAttack>
</TerrainAttacks>
<TerrainDefenses/>
<FeatureAttacks>
<FeatureAttack>
<FeatureType>FEATURE_FOREST</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_JUNGLE</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
<FeatureAttack>
<FeatureType>FEATURE_SWAMP</FeatureType>
<iFeatureAttack>-25</iFeatureAttack>
</FeatureAttack>
</FeatureAttacks>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>6</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>3</iAsset>
<iPower>22</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_COMMANDO</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
@SilentConfusion
I would say use the knight one. Since this represents a post-apocaliptic knight.
I admit that I was confused whether <iCollateralDamage> was about dealing or receiving collateral damage. But I modeled it off of the following unit code for the LIGHT_CAVALRY, the HEAVY_CAVALRY, and the KNIGHT. They all have (highlighted in red) <iCollateralDamage>0</iCollateralDamage> and <iCollateralDamageLimit>100</iCollateralDamageLimit>, so if what you say is true these all need to be reversed as well. I'll do some testing with the images that were given and I'll add some text as well. When I have the whole thing complete I can rar it and upload it here, if that's an acceptable method.
Spoiler :
LIGHT_CAVALRYHEAVY_CAVALRYSpoiler :Code:<UnitInfo> <Class>UNITCLASS_LIGHT_CAVALRY</Class> <Type>UNIT_LIGHT_CAVALRY</Type> <UniqueNames/> <Special>NONE</Special> <Capture>NONE</Capture> <Combat>UNITCOMBAT_MOUNTED</Combat> <Domain>DOMAIN_LAND</Domain> <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI> <Invisible>NONE</Invisible> <SeeInvisible>NONE</SeeInvisible> <Description>TXT_KEY_UNIT_LIGHT_CAVALRY</Description> <Civilopedia>TXT_KEY_THIRD_ROUND_CHARL_UNIT_LIGHT_CAVALRY_PEDIA</Civilopedia> <Strategy>TXT_KEY_CHARL_UNIT_LIGHT_CAVALRY_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>1</bFirstStrikeImmune> <bNoDefensiveBonus>1</bNoDefensiveBonus> <bIgnoreBuildingDefense>0</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> <bWorkerTrade>0</bWorkerTrade> <bMilitaryTrade>0</bMilitaryTrade> <UnitClassUpgrades> <UnitClassUpgrade> <UnitClassUpgradeType>UNITCLASS_CHIVALRY</UnitClassUpgradeType> <bUnitClassUpgrade>1</bUnitClassUpgrade> </UnitClassUpgrade> </UnitClassUpgrades> <UnitClassTargets/> <UnitCombatTargets/> <UnitClassDefenders/> <UnitCombatDefenders/> <FlankingStrikes> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_ARCHER</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_LONGBOWMAN</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_CROSSBOWMAN</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_LIGHT_CROSSBOWMAN</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_HEAVY_CROSSBOWMAN</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> </FlankingStrikes> <UnitAIs> <UnitAI> <UnitAIType>UNITAI_ATTACK</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> <UnitAI> <UnitAIType>UNITAI_PILLAGE</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> <UnitAI> <UnitAIType>UNITAI_COUNTER</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>BUILDING_HORSE_TRAINER</PrereqBuilding> <PrereqTech>TECH_STIRRUP</PrereqTech> <TechTypes/> <BonusType>BONUS_HORSE</BonusType> <PrereqBonuses> <BonusType>BONUS_WARE_COPPER</BonusType> <BonusType>BONUS_WARE_IRON</BonusType> <BonusType>BONUS_OBSIDIAN</BonusType> </PrereqBonuses> <ProductionTraits/> <Flavors/> <iAIWeight>0</iAIWeight> <iCost>90</iCost> <iHurryCostModifier>0</iHurryCostModifier> <iAdvancedStartCost>100</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMinAreaSize>-1</iMinAreaSize> <iMoves>2</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>8</iCombat> <iCombatLimit>100</iCombatLimit> <iAirCombat>0</iAirCombat> <iAirCombatLimit>0</iAirCombatLimit> <iXPValueAttack>6</iXPValueAttack> <iXPValueDefense>3</iXPValueDefense> <iFirstStrikes>0</iFirstStrikes> <iChanceFirstStrikes>0</iChanceFirstStrikes> <iInterceptionProbability>0</iInterceptionProbability> <iEvasionProbability>0</iEvasionProbability> <iWithdrawalProb>15</iWithdrawalProb> [COLOR="Red"]<iCollateralDamage>0</iCollateralDamage> <iCollateralDamageLimit>100</iCollateralDamageLimit> <iCollateralDamageMaxUnits>3</iCollateralDamageMaxUnits>[/COLOR] <iCityAttack>-20</iCityAttack> <iCityDefense>0</iCityDefense> <iAnimalCombat>0</iAnimalCombat> <iHillsAttack>0</iHillsAttack> <iHillsDefense>0</iHillsDefense> <TerrainNatives/> <FeatureNatives/> <TerrainAttacks> <TerrainAttack> <TerrainType>TERRAIN_GRASS</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> <TerrainAttack> <TerrainType>TERRAIN_PLAINS</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> <TerrainAttack> <TerrainType>TERRAIN_DESERT</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> </TerrainAttacks> <TerrainDefenses/> <FeatureAttacks> <FeatureAttack> <FeatureType>FEATURE_FOREST</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_JUNGLE</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_SWAMP</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> </FeatureAttacks> <FeatureDefenses/> <UnitClassAttackMods/> <UnitClassDefenseMods/> <UnitCombatMods> <UnitCombatMod> <UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType> <iUnitCombatMod>25</iUnitCombatMod> </UnitCombatMod> <UnitCombatMod> <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> <iUnitCombatMod>25</iUnitCombatMod> </UnitCombatMod> </UnitCombatMods> <UnitCombatCollateralImmunes/> <DomainMods/> <BonusProductionModifiers/> <iBombRate>0</iBombRate> <iBombardRate>0</iBombardRate> <SpecialCargo>NONE</SpecialCargo> <DomainCargo>NONE</DomainCargo> <iCargo>0</iCargo> <iConscription>0</iConscription> <iCultureGarrison>6</iCultureGarrison> <iExtraCost>0</iExtraCost> <iAsset>3</iAsset> <iPower>15</iPower> <UnitMeshGroups> <iGroupSize>3</iGroupSize> <fMaxSpeed>1.75</fMaxSpeed> <fPadTime>1</fPadTime> <iMeleeWaveSize>3</iMeleeWaveSize> <iRangedWaveSize>3</iRangedWaveSize> <UnitMeshGroup> <iRequired>2</iRequired> <EarlyArtDefineTag>ART_DEF_UNIT_LIGHT_CAVALRY</EarlyArtDefineTag> </UnitMeshGroup> </UnitMeshGroups> <FormationType>FORMATION_TYPE_DEFAULT</FormationType> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <FreePromotions> <FreePromotion> <PromotionType>PROMOTION_FLANKING1</PromotionType> <bFreePromotion>1</bFreePromotion> </FreePromotion> <FreePromotion> <PromotionType>PROMOTION_FLANKING2</PromotionType> <bFreePromotion>1</bFreePromotion> </FreePromotion> <FreePromotion> <PromotionType>PROMOTION_COMMANDO</PromotionType> <bFreePromotion>1</bFreePromotion> </FreePromotion> </FreePromotions> <LeaderPromotion>NONE</LeaderPromotion> <iLeaderExperience>0</iLeaderExperience> </UnitInfo>
KNIGHTSpoiler :Code:<UnitInfo> <Class>UNITCLASS_HEAVY_CAVALRY</Class> <Type>UNIT_HEAVY_CAVALRY</Type> <UniqueNames/> <Special>NONE</Special> <Capture>NONE</Capture> <Combat>UNITCOMBAT_MOUNTED</Combat> <Domain>DOMAIN_LAND</Domain> <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI> <Invisible>NONE</Invisible> <SeeInvisible>NONE</SeeInvisible> <Description>TXT_KEY_UNIT_HEAVY_CAVALRY</Description> <Civilopedia>TXT_KEY_THIRD_ROUND_CHARL_UNIT_HEAVY_CAVALRY_PEDIA</Civilopedia> <Strategy>TXT_KEY_CHARL_UNIT_HEAVY_CAVALRY_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>1</bNoDefensiveBonus> <bIgnoreBuildingDefense>0</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> <bWorkerTrade>0</bWorkerTrade> <bMilitaryTrade>0</bMilitaryTrade> <UnitClassUpgrades> <UnitClassUpgrade> <UnitClassUpgradeType>UNITCLASS_CHIVALRY</UnitClassUpgradeType> <bUnitClassUpgrade>1</bUnitClassUpgrade> </UnitClassUpgrade> </UnitClassUpgrades> <UnitClassTargets/> <UnitCombatTargets/> <UnitClassDefenders/> <UnitCombatDefenders/> <FlankingStrikes> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_ARCHER</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_LONGBOWMAN</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_CROSSBOWMAN</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_LIGHT_CROSSBOWMAN</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_HEAVY_CROSSBOWMAN</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> </FlankingStrikes> <UnitAIs> <UnitAI> <UnitAIType>UNITAI_ATTACK</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> <UnitAI> <UnitAIType>UNITAI_PILLAGE</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> <UnitAI> <UnitAIType>UNITAI_COUNTER</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>BUILDING_HORSE_TRAINER</PrereqBuilding> <PrereqTech>TECH_INVENTION</PrereqTech> <TechTypes> <PrereqTech>TECH_HORSE_BREEDING</PrereqTech> <PrereqTech>TECH_HERALDRY</PrereqTech> </TechTypes> <BonusType>BONUS_HORSE</BonusType> <PrereqBonuses> <BonusType>BONUS_WARE_IRON</BonusType> </PrereqBonuses> <ProductionTraits/> <Flavors/> <iAIWeight>0</iAIWeight> <iCost>140</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>13</iCombat> <iCombatLimit>100</iCombatLimit> <iAirCombat>0</iAirCombat> <iAirCombatLimit>0</iAirCombatLimit> <iXPValueAttack>6</iXPValueAttack> <iXPValueDefense>3</iXPValueDefense> <iFirstStrikes>0</iFirstStrikes> <iChanceFirstStrikes>0</iChanceFirstStrikes> <iInterceptionProbability>0</iInterceptionProbability> <iEvasionProbability>0</iEvasionProbability> <iWithdrawalProb>5</iWithdrawalProb> [COLOR="Red"]<iCollateralDamage>0</iCollateralDamage> <iCollateralDamageLimit>100</iCollateralDamageLimit> <iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>[/COLOR] <iCityAttack>-10</iCityAttack> <iCityDefense>0</iCityDefense> <iAnimalCombat>0</iAnimalCombat> <iHillsAttack>0</iHillsAttack> <iHillsDefense>0</iHillsDefense> <TerrainNatives/> <FeatureNatives/> <TerrainAttacks> <TerrainAttack> <TerrainType>TERRAIN_GRASS</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> <TerrainAttack> <TerrainType>TERRAIN_PLAINS</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> <TerrainAttack> <TerrainType>TERRAIN_DESERT</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> </TerrainAttacks> <TerrainDefenses/> <FeatureAttacks> <FeatureAttack> <FeatureType>FEATURE_FOREST</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_JUNGLE</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_SWAMP</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> </FeatureAttacks> <FeatureDefenses/> <UnitClassAttackMods/> <UnitClassDefenseMods/> <UnitCombatMods> <UnitCombatMod> <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType> <iUnitCombatMod>25</iUnitCombatMod> </UnitCombatMod> </UnitCombatMods> <UnitCombatCollateralImmunes/> <DomainMods/> <BonusProductionModifiers/> <iBombRate>0</iBombRate> <iBombardRate>0</iBombardRate> <SpecialCargo>NONE</SpecialCargo> <DomainCargo>NONE</DomainCargo> <iCargo>0</iCargo> <iConscription>0</iConscription> <iCultureGarrison>6</iCultureGarrison> <iExtraCost>0</iExtraCost> <iAsset>3</iAsset> <iPower>25</iPower> <UnitMeshGroups> <iGroupSize>3</iGroupSize> <fMaxSpeed>1.75</fMaxSpeed> <fPadTime>1</fPadTime> <iMeleeWaveSize>3</iMeleeWaveSize> <iRangedWaveSize>3</iRangedWaveSize> <UnitMeshGroup> <iRequired>2</iRequired> <EarlyArtDefineTag>ART_DEF_UNIT_HEAVY_CAVALRY</EarlyArtDefineTag> </UnitMeshGroup> </UnitMeshGroups> <FormationType>FORMATION_TYPE_DEFAULT</FormationType> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <FreePromotions> <FreePromotion> <PromotionType>PROMOTION_COMMANDO</PromotionType> <bFreePromotion>1</bFreePromotion> </FreePromotion> </FreePromotions> <LeaderPromotion>NONE</LeaderPromotion> <iLeaderExperience>0</iLeaderExperience> </UnitInfo>
Spoiler :Code:<UnitInfo> <Class>UNITCLASS_KNIGHT</Class> <Type>UNIT_KNIGHT</Type> <UniqueNames/> <Special>NONE</Special> <Capture>NONE</Capture> <Combat>UNITCOMBAT_MOUNTED</Combat> <Domain>DOMAIN_LAND</Domain> <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI> <Invisible>NONE</Invisible> <SeeInvisible>NONE</SeeInvisible> <Description>TXT_KEY_UNIT_KNIGHT</Description> <Civilopedia>TXT_KEY_UNIT_KNIGHT_PEDIA</Civilopedia> <Strategy>TXT_KEY_UNIT_KNIGHT_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>1</bFirstStrikeImmune> <bNoDefensiveBonus>1</bNoDefensiveBonus> <bIgnoreBuildingDefense>0</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> <bWorkerTrade>0</bWorkerTrade> <bMilitaryTrade>0</bMilitaryTrade> <UnitClassUpgrades> <UnitClassUpgrade> <UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType> <bUnitClassUpgrade>1</bUnitClassUpgrade> </UnitClassUpgrade> </UnitClassUpgrades> <UnitClassTargets/> <UnitCombatTargets/> <UnitClassDefenders/> <UnitCombatDefenders/> <FlankingStrikes> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> <FlankingStrike> <FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass> <iFlankingStrength>100</iFlankingStrength> </FlankingStrike> </FlankingStrikes> <UnitAIs> <UnitAI> <UnitAIType>UNITAI_ATTACK</UnitAIType> <bUnitAI>1</bUnitAI> </UnitAI> <UnitAI> <UnitAIType>UNITAI_PILLAGE</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>BUILDING_HORSE_TRAINER</PrereqBuilding> <PrereqTech>TECH_ARMORED_CAVALRY</PrereqTech> <TechTypes> <PrereqTech>NONE</PrereqTech> </TechTypes> <BonusType>BONUS_HORSE</BonusType> <PrereqBonuses> <BonusType>BONUS_WARE_IRON</BonusType> </PrereqBonuses> <ProductionTraits/> <Flavors/> <iAIWeight>0</iAIWeight> <iCost>140</iCost> <iHurryCostModifier>0</iHurryCostModifier> <iAdvancedStartCost>100</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMinAreaSize>-1</iMinAreaSize> <iMoves>2</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>13</iCombat> <iCombatLimit>100</iCombatLimit> <iAirCombat>0</iAirCombat> <iAirCombatLimit>0</iAirCombatLimit> <iXPValueAttack>6</iXPValueAttack> <iXPValueDefense>3</iXPValueDefense> <iFirstStrikes>0</iFirstStrikes> <iChanceFirstStrikes>0</iChanceFirstStrikes> <iInterceptionProbability>0</iInterceptionProbability> <iEvasionProbability>0</iEvasionProbability> <iWithdrawalProb>0</iWithdrawalProb> [COLOR="Red"]<iCollateralDamage>0</iCollateralDamage> <iCollateralDamageLimit>100</iCollateralDamageLimit> <iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>[/COLOR] <iCityAttack>0</iCityAttack> <iCityDefense>0</iCityDefense> <iAnimalCombat>0</iAnimalCombat> <iHillsAttack>0</iHillsAttack> <iHillsDefense>0</iHillsDefense> <TerrainNatives/> <FeatureNatives/> <TerrainAttacks> <TerrainAttack> <TerrainType>TERRAIN_GRASS</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> <TerrainAttack> <TerrainType>TERRAIN_PLAINS</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> <TerrainAttack> <TerrainType>TERRAIN_DESERT</TerrainType> <iTerrainAttack>25</iTerrainAttack> </TerrainAttack> </TerrainAttacks> <TerrainDefenses/> <FeatureAttacks> <FeatureAttack> <FeatureType>FEATURE_FOREST</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_JUNGLE</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> <FeatureAttack> <FeatureType>FEATURE_SWAMP</FeatureType> <iFeatureAttack>-25</iFeatureAttack> </FeatureAttack> </FeatureAttacks> <FeatureDefenses/> <UnitClassAttackMods/> <UnitClassDefenseMods/> <UnitCombatMods/> <UnitCombatCollateralImmunes/> <DomainMods/> <BonusProductionModifiers/> <iBombRate>0</iBombRate> <iBombardRate>0</iBombardRate> <SpecialCargo>NONE</SpecialCargo> <DomainCargo>NONE</DomainCargo> <iCargo>0</iCargo> <iConscription>0</iConscription> <iCultureGarrison>6</iCultureGarrison> <iExtraCost>0</iExtraCost> <iAsset>3</iAsset> <iPower>22</iPower> <UnitMeshGroups> <iGroupSize>3</iGroupSize> <fMaxSpeed>1.75</fMaxSpeed> <fPadTime>1</fPadTime> <iMeleeWaveSize>3</iMeleeWaveSize> <iRangedWaveSize>3</iRangedWaveSize> <UnitMeshGroup> <iRequired>2</iRequired> <EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT</EarlyArtDefineTag> </UnitMeshGroup> </UnitMeshGroups> <FormationType>FORMATION_TYPE_DEFAULT</FormationType> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <FreePromotions> <FreePromotion> <PromotionType>PROMOTION_COMMANDO</PromotionType> <bFreePromotion>1</bFreePromotion> </FreePromotion> </FreePromotions> <LeaderPromotion>NONE</LeaderPromotion> <iLeaderExperience>0</iLeaderExperience> </UnitInfo>
@SilentConfusion
I would say use the knight one. Since this represents a post-apocaliptic knight.
Those units shouldn't have Collateral damage. They should have Flanking attacks (which they do) which are entirely unrelated to Collateral Damage. At any rate that XML will do nothing as iCollateralDamage is 0. I'll go fix that now on the SVN.
Those units shouldn't have Collateral damage. They should have Flanking attacks (which they do) which are entirely unrelated to Collateral Damage. At any rate that XML will do nothing as iCollateralDamage is 0. I'll go fix that now on the SVN.