ls612's C2C Units

@Yudishtira

Plumed Archer [National Unit - Limit 15]
Graphic: Here
Icon: Here (still need to make into a button)
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.

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Thanks! :goodjob:
 
@Yudishtira

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 AND Obsidian
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.

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Thanks! :goodjob:
 
@Yudishtira

Siberian Tracker [National Unit - Limit 15]
Graphic: Here (The Cossack Siberian (Explorer Unarmored))
Icon: ?
Type: Hunter/Explorer
Strength: 10
Movement: 2
Cost: 120
Req Tech: Feudalism
Req Resource: Siberian
Req Building: -
Upgrades To: Game Hunter

Special Abilities

  • -75% City Attack
  • +325% vs Wild animals
  • Starts with Hunting Sight I, Hunting Sight II, Arctic Combat I, Arctic Combat II and Arctic Combat III

Note: Use Warden as a Base.

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Thanks! :goodjob:
 
Here is the Plumed Archer. He seems fine.

The Siberian and the Tlaxcaltec are not animated properly. They go everywhere with their arms out and their legs apart. Am I doing something wrong? I copied the .kfms from the Warden and Obsidian Swordsman respectively.

Btw, I was not able to find unit XML for the Warden, so I had to make do with that of the Game Hunter, and change what I thought needed changing (like iPower etc.)

So, is the animation a problem? And if so can someone tell me how to fix it? If the answer to either question is no, I will upload them for more detailed feedback...

ETA: I copied the kfm paths, I don't think I could find the actual kfm files if I needed to copy them.
 

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The Siberian and the Tlaxcaltec are not animated properly. They go everywhere with their arms out and their legs apart. Am I doing something wrong? I copied the .kfms from the Warden and Obsidian Swordsman respectively.

So, is the animation a problem? And if so can someone tell me how to fix it? If the answer to either question is no, I will upload them for more detailed feedback...

ETA: I copied the kfm paths, I don't think I could find the actual kfm files if I needed to copy them.

Yes the kfm is important when you see things like that happening, it is always the kfm's fault then.

All you need to do is look at what _128's are with/in the unit.nif area, and if not, then its a CLOSE prox. of the same unit (sometimes).
 
Yes the kfm is important when you see things like that happening, it is always the kfm's fault then.

All you need to do is look at what _128's are with/in the unit.nif area, and if not, then its a CLOSE prox. of the same unit (sometimes).

Thanks for the quick reply.

If you mean files suffixed '_128' in the unit art, there are none for the Tlaxcaltec, and one for the Siberian (a .dds file). Did I miss a class and am supposed to know the significance of that? :)

The .kfms I am using are
Code:
<KFM>Art/Units/Unique_NativeAmerica_DogSoldier/Dogsoldier.kfm</KFM>
and
Code:
<KFM>Art/units/rogue1/seasoned_scout.kfm</KFM>
if that helps.

Do you mean I should look for .kfms that have names similar to the current ones and experiment with any I find?

EDIT: Okay I used the Explorer animation (copied from the Big Game Hunter) for the Siberian. I found a text with the Triple Alliance download saying to use a heavy spearman animation, so I did. Sorry that the buttons still look like they're on the catwalk in Milan...
 

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Thanks for the quick reply.

If you mean files suffixed '_128' in the unit art, there are none for the Tlaxcaltec, and one for the Siberian (a .dds file). Did I miss a class and am supposed to know the significance of that? :)

The .kfms I am using are
Code:
<KFM>Art/Units/Unique_NativeAmerica_DogSoldier/Dogsoldier.kfm</KFM>
and
Code:
<KFM>Art/units/rogue1/seasoned_scout.kfm</KFM>
if that helps.

Do you mean I should look for .kfms that have names similar to the current ones and experiment with any I find?


Actually Yes, thats how i did it when i first learned, the HARD way:whew:

But anyways, in the Triple Alliance Warrior you have it listed as either a pikeman as the nif says, OR as a spearman as the other dds file says, BUT in the file that you downloaded its specifically say's this: triple alliance infantry use heavy spearman animation.

In the Siberian one it is in the title (Explorer) so its best to use that one then.

Are you understanding better now?? If not just ask, its quite simple really, but THEN sometimes, when you get into the Heavy labeled stuff (Charlemagne) its a whole different ball game.:mischief:
 
Just words here for IF you want to change them or not?

But i always change this:

<!-- Modified by the Civ Gold Team -->
to
<!-- ReModified by StrategyOnly -->

That way i know who did what to where?? I am just sayin'
 
Me knows this method.
But some of the modders stick to their schema forever.
The latest units added show a unit schema with a size of 95 kb.
The current schema has a size of 135 kb.

Maybe i have now made my point explained a bit better
 
@Yudishtira

Tlatilco War Priest [National Unit - Limit 15]
Graphic: Here (Priest Warrior)
Icon: ?
Type: Combatant/Melee
Strength: 5
Movement: 1
Cost: 45
Req Tech: Obsidian Weapons
Req Resource: Tlatilco AND Obsidian
Req Building: -
Upgrades To: Swordsman

Special Abilities

  • +20% City Attack
  • Builds 15% Faster with Stone
  • Builds 15% Faster with Flint
  • Starts with Fanatic, Herbal Cures

Note: Use Obsidian Swordsman as a Base.

---

Thanks! :goodjob:
 
@Yudishtira

Kuomintang [National Unit - Limit 15]
Graphic: Here (Use the UU)
Icon: ?
Type: Combatant/Gunpowder
Strength: 34
Movement: 1
Cost: 840
Req Tech: Automatic Weapons
Req Resource: Taiwanese AND Ammunition AND Firearms
Req Building: -
Upgrades To: Modern Infantry OR Marine OR Paratrooper

Special Abilities

  • +25% City Defenses
  • +25% vs Gunpowder
  • Starts with Patrol I, Patrol II, Dedication

Note: Use Infantry as a Base.

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Thanks! :goodjob:
 
Here is the Tlatilco War Priest. Here also the Brigade Piron which I found some silly mistakes with.

I have these mystifying problems with the Kuomintang.
1. He doesn't receive defensive bonuses (despite the XML saying he does).
2. He has a prereq tech of Rifling as well as Automatic Weapons (pretty sure I haven't coded that).
3. He has additional upgrade options of SAM Infantry and Modern APC (it occurs to me now that this could be fine if they share a unitclass with Modern Inf, Paras or Marines...)

Also I noticed that the "TrainCondition" prereq bonuses don't show up in the pedia, but it seems this is normal.
 

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2. You did not use the code from the mod for the CIV4UnitInfos.xml did you? You should always use code from C2C for those files since we may have code they don't or they have code we don't.

Such as grab code of the Infantry unit in the core C2C files. And then add-on any changes that are diffrent from the base Infantry unit.
 
2. You did not use the code from the mod for the CIV4UnitInfos.xml did you? You should always use code from C2C for those files since we may have code they don't or they have code we don't.

Such as grab code of the Infantry unit in the core C2C files. And then add-on any changes that are diffrent from the base Infantry unit.

If that's what the problem suggests then I spose maybe but I honestly can't remember ever searching for code outside the mod. I'll redo its UnitInfos from scratch and hopefully that'll fix it. Could this be the cause of 1. also?
 
Kuomintang & War Priest - all better now...
 

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@Yudishtira

1. Kuomintang is mising the promotions its suppose to get.

2. I will fix this but next time always put the culture bonus/resource in the first bonus spot. Like this ...

Code:
			<BonusType>BONUS_TLATILCO</BonusType>
			<PrereqBonuses>
				<BonusType>BONUS_OBSIDIAN</BonusType>
			</PrereqBonuses>

That way it will always show up and show up first so people can link that unit to the culture. No matter what other requirements a unit might have.
 
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