ls612's C2C Units

Ok, here is the unmanned Machine Gun.

I need to edit the Modern Machine Gun for the Upgrade Path and I have no idea if I did the Art correct. Why are there more files in lsy16's Folders for Modern Machine Gun and Trench Machine Gun?

But the rest looks good I think.
 
2. ls612 has the Trench Machine Gun and Modern Machine Gun in his folder because he made the units and thus put whatever unit he made in his mod folder. Hopefully in the future all units (except alt-timeline) can be merged into the core so they are easier to find.

No, in lsy's folder is a subfolder in the "art" folder called "modern machine gun" and a "trench machine gun". Inside these two folders are more than 1 file and I was wondering why.
 
Ok some bugs I found.


1. In the Faustmouse_CIV4ArtDefines_Unit.xml you have ...

Code:
<Civ4ArtDefines xmlns="x-schema:ls612_CIV4ArtDefinesSchema.xml">

It should be ...

Code:
<Civ4ArtDefines xmlns="x-schema:NewFaustmouse_CIV4ArtDefinesSchema.xml">

Since that is what you named your schema files.

2. You have the same problem in the Faustmouse_CIV4UnitClassInfos.xml and Faustmouse_CIV4UnitInfos.xml too.

---

I tried it out in game and they seem to work fine. Note one must fortify them so they look correct. But that's just the way the artist made them. In short great job on your first unit. All that's left is editing the Modern Machine Gun so it will upgrade into the Unmanned Machine Gun. So when you upload this (with the fixes) to the SVN just add the code for it to upgrade to the Modern Machine Gun in ls612's mod.
 
No, in lsy's folder is a subfolder in the "art" folder called "modern machine gun" and a "trench machine gun". Inside these two folders are more than 1 file and I was wondering why.

I am not sure. He would have to answer that. Note I have not done many units so I don't know as much about them as I do buildings. Which is why I wanted someone like you to take over doing units since ls612 has left to go mod Civ5.
 
Ok, thanks!
Well, if I ever get familiar with units... I did also a lot of buildings now but I think I hardly know something about them :crazyeye:

All you really need to know is the Modiki, when doing them, then i'd say after about 10 or so of them, you'll get the "hang of it", i just know it!!:)
 
Ok, thanks!
Well, if I ever get familiar with units... I did also a lot of buildings now but I think I hardly know something about them :crazyeye:

As SO said, the modiki is very helpful for XML work. And, if you find something missing there you can tell me as I am an admin for it and can fix it fast.
 
Here is the Cloud Destroyer.

1.) I could only find modifiers against CC, not against certain units.

2.) No idea if I have the correct kfm, nif and dds... Could you just send me a folder that contains only the art I need please?

3.) I have no idea what I should add in the "iPower" or "iAssets" and the size for the unit.
 

Attachments

Here is the Cloud Destroyer.

1.) I could only find modifiers against CC, not against certain units.

2.) No idea if I have the correct kfm, nif and dds... Could you just send me a folder that contains only the art I need please?

3.) I have no idea what I should add in the "iPower" or "iAssets" and the size for the unit.

1. Here is example code from the Khmer UU.
Spoiler :

Code:
<UnitClassAttackMods>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_ELEPHANT_RIDER</UnitClassType>
					<iUnitClassMod>100</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_WAR_ELEPHANT</UnitClassType>
					<iUnitClassMod>90</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_SIAM_ELEPHANT</UnitClassType>
					<iUnitClassMod>80</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BALLISTA_ELEPHANT</UnitClassType>
					<iUnitClassMod>70</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_BOMBARD_ELEPHANT</UnitClassType>
					<iUnitClassMod>60</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_HOWDAH</UnitClassType>
					<iUnitClassMod>80</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_FLAIL_ELEPHANT</UnitClassType>
					<iUnitClassMod>80</iUnitClassMod>
				</UnitClassAttackMod>
				<UnitClassAttackMod>
					<UnitClassType>UNITCLASS_MAHOUT_LANCER</UnitClassType>
					<iUnitClassMod>80</iUnitClassMod>
				</UnitClassAttackMod>
			</UnitClassAttackMods>

2. I will see.

3. Yeah I have no idea.

EDIT: Yeah #2 and #3 will have to be answered by ls612 since I don't know.

EDIT2: From your file looks like you just need to fix your text and icon/button.
 
Ok. Got confused with the tousends of files you addet to your Cloud Destroyer Post :crazyeye:

Will fix them over the day and then add it, along with the Biopunk Infanterie.

I'd also like to add the Neoraptor and an Insect Swarm, I guess the Locust Graphics could be fine for the latter one, can you upload graphics for these two in the Biopunk Thread?

Thanks! :goodjob:
 
Ok, the Cloud Destroyer works now.
2 Questions:

1) Why does it say "can't train random female units instead of male version"?

2) Why does it say "maximum of 0% damage to enemy units"?

Will upload to SVN now so you can check.
 
Here it is reposted ...

@Faustmouse

Here is a new Biopunk unit I re-textured today. It uses the same model and animations as the Hi-Tech Marine. Please use that as a guide for art.

Organic Armored Infantry [National Unit - Limit 15]
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Combatant/Hi-Tech
Strength: 100
Movement: 2
Cost: 3000
Req Tech: Biopunk
Req Resource: Biopunk AND Organic Computers
Req Building: Biopunk Lab
Upgrades To: Super Soldier

Special Abilities
  • +25% City Defense
  • +25% Gunpowder Units
  • Starts with March, Camouflage and Amphibious Promotions

Note this doesn't need firearms or ammunition because it "grows" its own ammunition in the biogun it is equipped with.

Note this should go under the Biopunk mod folder in the Alt Timeline mod.
 
@MrAzure

Please make the following units.

Tlaxcaltec Warrior [National Unit - Limit 15]
Graphic: Here (Use the Triple Alliance Warrior)
Icon: ?
Type: Combatant/Melee
Strength: 7
Movement: 1
Cost: 55
Req Tech: Obsidian Weapons
Req Resource: Tlaxcaltc
Req Building: -
Upgrades To: Swordsman

Special Abilities

  • +20% City Attack
  • Builds 15% Faster with Stone
  • Builds 15% Faster with Flint
  • Builds 15% Faster with Obsidian
  • Starts with Shock I, Drill I

Note: Use Obsidian Swordsman as a Base.

---

Cuachic [National Unit - Limit 15]
Graphic: Here (Use the Mexica Cuachic)
Icon: ?
Type: Combatant/Melee
Strength: 7
Movement: 1
Cost: 55
Req Tech: Obsidian Weapons
Req Resource: Mixtec
Req Building: -
Upgrades To: Swordsman

Special Abilities

  • +20% City Attack
  • Builds 15% Faster with Stone
  • Builds 15% Faster with Flint
  • Builds 15% Faster with Obsidian
  • Starts with Shock I, Mobility

Note: Use Obsidian Swordsman as a Base.

---

Plumed Archer [National Unit - Limit 15]
Graphic: Use the old Mayan Holkan Archer since they now use a Holkan Javlineer unit.
Icon: ?
Type: Combatant/Archery
Strength: 7
Movement: 1
Cost: 25
Req Tech: Archery
Req Resource: Huastec
Req Building: -
Upgrades To: Longbowman

Special Abilities

  • 1 First Strike
  • +50% City Defense
  • +50% Hill Defense
  • Can Perform Ranged Attacks
  • Accuracy 50
  • Starts with Mobility

Note: Use Archer as a Base.

---

Thanks! :goodjob:
 
Here it is reposted ...



Note this should go under the Biopunk mod folder in the Alt Timeline mod.

Thisi s what I currently have, I used Faustmouse Unmanned Machine Gun as a template. whats .kfm?

MrAzure_CIV4ArtDefines
Spoiler :
Code:
<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http:/www.xmlspy.com) by Firaxis Games (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Unit art path information -->
<Civ4ArtDefines xmlns="x-schema:MrAzure_CIV4ArtDefinesSchema.xml">
	<UnitArtInfos>
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_ORGANIC_ARMORED_INFANTRY</Type>
			<Button>Art/Interface/Buttons/Units/oraganicarmoredinfantry.dds</Button>
			<fScale>0.43</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Organicarmoredinfantry/bigflame.nif</NIF>
			[COLOR="Purple"]<KFM>Art/Units/MachineGun/MachineGunner.kfm</KFM>[/COLOR]
			<SHADERNIF/>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.05</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>
	</UnitArtInfos>
</Civ4ArtDefines>


Gametxt
Spoiler :
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<Civ4GameText xmlns="http://www.firaxis.com">
	<TEXT>
		<Tag>TXT_KEY_UNIT_ORGANIC_ARMORED_INFANTRY</Tag>
		<English>Organic Armored Infantry</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_ORGANIC_ARMORED_INFANTRY_PEDIA</Tag>
		<English>A biopunk infantry.</English>
	</TEXT>
	<TEXT>
		<Tag>TXT_KEY_UNIT_ORGANIC_ARMORED_INFANTRY_STRATEGY</Tag>
		<English>The Organic Armored Infantry doesn't need firearms or ammunition because it "grows" its own ammunition in the biogun it is equipped with..</English>
	</TEXT>
</Civ4GameText>

UnitClassInfos
Is iMaxPlayerInstances Nation Limit?
Spoiler :
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- UnitClass Schema -->
<Civ4UnitClassInfos xmlns="x-schema:MrAzure_CIV4UnitSchema.xml">
	<UnitClassInfos>
		<UnitClassInfo>
			<Type>UNITCLASS_ORGANIC_ARMORED_INFANTRY</Type>
			<Description>TXT_KEY_UNIT_ORGANIC_ARMORED_INFANTRY</Description>
			<iMaxGlobalInstances>-1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
		[COLOR="DarkOrchid"]	<iMaxPlayerInstances>15</iMaxPlayerInstances>[/COLOR]
			<iInstanceCostModifier>0</iInstanceCostModifier>
			<DefaultUnit>UNIT_ORGANIC_ARMORED_INFANTRY</DefaultUnit>
		</UnitClassInfo>
	</UnitClassInfos>
</Civ4UnitClassInfos>

UnitInfos
Spoiler :
Code:
<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- ReModified by ls612 -->
<!-- -->
<!-- Unit Infos -->
<Civ4UnitInfos xmlns="x-schema:MrAzure_CIV4UnitSchema.xml">
	<UnitInfos>
		<UnitInfo>
			<Class>UNITCLASS_ORGANIC_ARMORED_INFANTRY</Class>
			<Type>UNIT_ORGANIC_ARMORED_INFANTRY</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>UNITCOMBAT_COMBATANT</Combat>
			<SubCombatTypes>
				<SubCombatType>UNITCOMBAT_HITECH</SubCombatType>
			</SubCombatTypes>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_CITY_SPECIAL</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>TXT_KEY_UNIT_ORGANIC_ARMORED_INFANTRY</Description>
			<Civilopedia>TXT_KEY_UNIT_ORGANIC_ARMORED_INFANTRY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ORGANIC_ARMORED_INFANTRY_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bAnimal>0</bAnimal>
			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>1</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>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>1</bMilitaryTrade>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_SPECIAL</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_BIOPUNK</PrereqTech>
			<BonusType>BONUS_BIOPUNK</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_ORGANIC_COMPUTERS</BonusType>
			</PrereqBonuses>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>3000</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>110</iCombat>
			<iCombatLimit>100</iCombatLimit>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>6</iXPValueAttack>
			<iXPValueDefense>6</iXPValueDefense>
			<iFirstStrikes>1</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>22</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_GUN</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ANIMAL</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_THROWING</UnitCombatType>
					<iUnitCombatMod>100</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_WHEELED</UnitCombatType>
					<iUnitCombatMod>75</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_CLONES</UnitCombatType>
					<iUnitCombatMod>25</iUnitCombatMod>
				</UnitCombatMod>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ROBOT</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>9</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>4</iAsset>
			<iPower>100</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>2</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>3</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>2</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_ORGANIC_ARMORED_INFANTRY</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>
		</UnitInfo>
	</UnitInfos>
</Civ4UnitInfos>

What is <UnitAIType>?
Where do I put special abilities?
Upgrades to?

bigflame kopie.dds ???
navyseal_128.dds ???

<UnitCombatMod>???

I have never done a Unit before.
 
The .kfm... I think that's the animation file? Either that or its the skin file.

iMaxPlayerInstances is indeed the maximum a given player can build/maintain (though its violatable by trading units.)

<UnitAIType> designates the unit's ai type. I don't think we've made a concise list but pick whatever a similar unit would use. It will determine a lot about the way the ai uses the unit.

What special abilities exactly? Each tag controls its own ability.

There's a unit upgrades tag. Look at a unit you know upgrades to a unit you know it does to view an example of the proper syntax.

.dds is usually the button file isn't it? Not sure if dds files are used for any other unit graphics... could be used for skins I suppose.

<UnitCombatMod> Combat Modifier vs the specified Unit Combat type. That unit, for example, has a 100% combat modifier bonus when fighting gunpowder units (and then goes on to list many more similar modifiers against other CCs.)
 
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