ls612's C2C Units

I have been reading the unit code and a question came up. For almost every unit the <Class> and <Type> tags are the same (ex. UNITCLASS_A10_BOMBER and UNIT_A10_BOMBER). Could we just have one UNITCLASS_MISSIONARY instead of having UNITCLASS_ANDEAN_MISSIONARY, for example? Is there a functional reason to have separate unit classes for these?

My other question is about the units (only a few) who do have different <Class> and <Type> tags. For example UNIT_ARMOR_M60 is the only unit with UNITCLASS_ARMOR and UNIT_HEAVY_TANK_M26 is the only unit with UNITCLASS_HEAVY_TANK. Is there a functional reason why these units have different unit types and unit classes or is it an anomaly?

Just trying to make sense of how the code works before I get to a point where I'm called upon to change anything for the team.
Good question. I can hazard a partial answer here.

When a Unique Civilization unit replaces a core unit in Vanilla BtS, they share the same unit class but differ on unit type. I'm not overly familiar with the coding on THAT replacement transition but we don't really use it in C2C.

Being a little unclear on what that means and the full implications of the sharing of a unit class, I'd think we would not want to do what you suggested, particularly since it appears now, for us, the female missionary mod relies on this difference as well. Additionally, some things are determined by unit class info, including, I believe, the base spread probability for missionary types (it differs by religion) but I could be wrong there.

All missionaries, however, are united in two other categorization methods we have, specialunittype - which they always have been defined as missionaries there, and Combat Class (C2C gives all units a combat class but vanilla never did bother with many, including missionaries for example.)

Unit Class is also specifiable as combat modifiers and a number of other select interactions like the ability to target a particular unit class first if attacking a stack. But it's not used TOO often and is not really set up for wide use as a unit categorizing method. In general, it's always been employed to indicate a unit as an alternative of a similar type.
 
Good question. I can hazard a partial answer here.

When a Unique Civilization unit replaces a core unit in Vanilla BtS, they share the same unit class but differ on unit type. I'm not overly familiar with the coding on THAT replacement transition but we don't really use it in C2C.

Being a little unclear on what that means and the full implications of the sharing of a unit class, I'd think we would not want to do what you suggested, particularly since it appears now, for us, the female missionary mod relies on this difference as well. Additionally, some things are determined by unit class info, including, I believe, the base spread probability for missionary types (it differs by religion) but I could be wrong there.
Indeed, the difference between class and type (which can also be seen for buildings) is entirely because of the unique unit/building replacements of vanilla civs. Many tags refer to the class so both the normal unit and the possible replacement can be referenced.
It does not serve any meaningful purpose for us but you have to make sure that there is a class for each type (with the female missionaries as exception) as if two types share a class, only one of them can be built.
 
Thank you team for the help in understanding. I will probably ask a lot more questions in the future.
 
@ls612

So now that v29 has been release can we please get these done? I just don't want them buried since they came about just before and/or during the freeze.

1. The other animal workers. Specifically the Mammoth, Horse, Camel and Llama Workers.

2. The Urban Horseman. Note its already done by SilentConfusion but it needs to be checked over and put on the SVN. If it is ok I recommend we give SilentConfusion access to the SVN so he can upload it himself next time. Also his own mod folder.
 
@ls612

So now that v29 has been release can we please get these done? I just don't want them buried since they came about just before and/or during the freeze.

1. The other animal workers. Specifically the Mammoth, Horse, Camel and Llama Workers.

2. The Urban Horseman. Note its already done by SilentConfusion but it needs to be checked over and put on the SVN. If it is ok I recommend we give SilentConfusion access to the SVN so he can upload it himself next time. Also his own mod folder.

1. I'll certainly get around to those this weekend.

2. Silent should post the updated XML for those and I'll make him a folder on the SVN and commit it if it works.
 
Since the dogs were removed from the units art for the hunter line you can't tell some of them apart. This needs to be fixed.

The buttons for them are also reused so new buttons would be nice.
 
Since the dogs were removed from the units art for the hunter line you can't tell some of them apart. This needs to be fixed.

The buttons for them are also reused so new buttons would be nice.

I did provide unique icon/buttons for all the work animals here. Which includes the Work Dog.

Or did you mean unique button icons for the Hunters and/or Canine units? Because as far as I know they all have their own unique icon/button.
 
1. I'll certainly get around to those this weekend.

2. Silent should post the updated XML for those and I'll make him a folder on the SVN and commit it if it works.

I'll post updated XML and files tonight. Before my files didn't have kfm animations. This time they should.
 
@ls612

So now that v29 has been release can we please get these done? I just don't want them buried since they came about just before and/or during the freeze.

1. The other animal workers. Specifically the Mammoth, Horse, Camel and Llama Workers.

2. The Urban Horseman. Note its already done by SilentConfusion but it needs to be checked over and put on the SVN. If it is ok I recommend we give SilentConfusion access to the SVN so he can upload it himself next time. Also his own mod folder.

1. I'll certainly get around to those this weekend.

2. Silent should post the updated XML for those and I'll make him a folder on the SVN and commit it if it works.

I'll get the code adaptations in this weekend so that base unit tags can be used for those workers. This was a fairly simple side of the project I had some trouble with and its a couple of the more complex parts of that which I suspect are causing the issues there so this part should be easily and quickly mergable into the current code. I'll have to do a little more work for the hills and peaks however since apparently they no longer exist as TERRAIN types anymore. But that won't take all that long. Will probably have this updated on or before saturday.

BTW, my wife's seen the dog workers... I haven't. But she states that they are nearly indifferentiatable from other canine units. I was wondering if they could be made to be a worker WITH a dog?
 
ls612, here's the Urban Horseman files. They are animated and work perfectly as far as I can tell.
 

Attachments

ls612, here's the Urban Horseman files. They are animated and work perfectly as far as I can tell.

Good work. :goodjob: I've added these to the SVN with two major changes.

  1. I changed your module structure to be like the standard one we all use in terms of where the XML and art files are. Take a look at that to see how it looks.
  2. Your XML files were lacking start and ending tags, so I added those. Check out the top of your files to see what I changed.
 
@Hydro:

I added the Camel, Mammoth, and Llama workers to the SVN. I have not added the Horse worker because I haven't made the Flatlands work promotion line yet, but that will come soon.
 
Cool! Thank you!

I'll probably not get around to making any more new units for a week or so, as I'd like to first get the Go To City mission done and then start writing up the core unit balance for the Prehistoric through Industrial Eras.
 
Is is mod folder enabled?

The following is from Assets\Modules\MLF_CIV4ModularLoadingControls.xml:
Spoiler :
Code:
<Module>
					<Directory>SilentConfusion</Directory>
					<bLoad>1</bLoad>
				</Module>

Do I need more Modular Loading Controls inside the folder? I assume not if all of it should be active. Looks right in the Modules folder to me. Can't say I'm an expert at that though. I too noticed that it is not in the Civilopedia unit list. Not sure why. Hydro, feel free to look at the code and tell me if you can see something that's not right.
 
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