Modding questions

macantas

Chieftain
Joined
Mar 17, 2007
Messages
15
What are the benefits/differences between making a new unit and giving it a distinct UnitClass versus using one based on a similar unit? If I'm going to make a stronger swordsman unit as well as keep the original, should I make the new one its own UnitClass or just put it under the Swordsman UnitClass?

In BuildingInfo and UnitInfo, what do the iAsset and iPower values mean?
 
What are the benefits/differences between making a new unit and giving it a distinct UnitClass versus using one based on a similar unit? If I'm going to make a stronger swordsman unit as well as keep the original, should I make the new one its own UnitClass or just put it under the Swordsman UnitClass?

In BuildingInfo and UnitInfo, what do the iAsset and iPower values mean?

It depends on if you want all civilizations to use the unit (that would be a new unitclass) or if you want the unit to replace an exisiting unit for some civs.

There is quite a bit of fancy stuff you can do with it, but in normal civ4 the difference is that UU's share a unitclass and non-UU's don't.
 
UnitCombatMods/UnitClassAttackMods/UnitClassDefenseMods are used to define combat differences between unit classes. For example spearmen typically get +100% vs cavalry. By introducing a new class there can be quite a bit of characterization of unit strengths and weaknesses over just iCombat.
 
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