selene1998
Chieftain
- Joined
- Jan 16, 2011
- Messages
- 36
Also it seems that I can't open python do you need another program to open it?
But how do you make the Chevalier a unique unit?
<UnitInfos>
<UnitInfo>
<Class>[COLOR="Red"]UNITCLASS_HORSEMAN[/COLOR]</Class>
<Type>UNIT_CHEVALIER</Type>
...
</UnitInfo>
...
</UnitInfos>
<UnitClassInfo>
<Type>UNITCLASS_HORSEMAN</Type>
...
<DefaultUnit>UNIT_HORSEMAN</DefaultUnit>
</UnitClassInfo>
<CivilizationInfo>
<Type>CIVILIZATION_FRANCE</Type>
...
<Units>
<Unit>
<UnitClassType>UNITCLASS_HORSEMAN</UnitClassType>
<UnitType>UNIT_CHEVALIER</UnitType>
</Unit>
</Units>
...
</CivilizationInfo>
onCityAcquired(self, argsList):
ePreviousOwner, eNewOwner, pCity, bConquest, bTrade = argsList
pPlayer = gc.getPlayer(eNewOwner)
eFrance = gc.getInfoTypeForString("CIVILIZATION_FRANCE")
eChristianity = gc.getInfoTypeForString("RELIGION_CHRISTIANITY")
if bConquest and pPlayer.getCivilizationType() == eFrance and not pCity.isHasReligion(eChristianity):
pPlot = pCity.plot()
for pUnit in (pPlot.getUnit(i) for i in pPlot.getNumUnits()):
if pUnit.getOwner() == eNewOwner:
eChevalier = gc.getInfoTypeForString("UNIT_CHEVALIER")
if pUnit.getUnitType() == eChevalier:
pCity.setHasReligion(eChristianity, True, True, True)
break
<UnitInfo>
<Class>UNITCLASS_KNIGHT</Class>
<Type>UNIT_FRENCH_CHEVALIER</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>Chevalier</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>
<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>NONE</PrereqBuilding>
<PrereqTech>TECH_GUILDS</PrereqTech>
<TechTypes>
<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
<PrereqTech>PRIESTHOOD</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_HORSE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_IRON</BonusType>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
<BonusType>NONE</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>12</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>100</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>
<iCityAttack>1</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<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>11</iPower>
<UnitMeshGroups>
<iGroupSize>5</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>3</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</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/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
<City>TXT_KEY_CITY_NAME_BOURGES</City>
<City>TXT_KEY_CITY_NAME_CALAIS</City>
</Cities>
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_OBSERVATORY</BuildingClassType>
<BuildingType>BUILDING_FRENCH_SALON</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_MUSKETMAN</UnitClassType>
<UnitType>UNIT_FRENCH_MUSKETEER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KNIGHT</UnitClassType>
<UnitType>UNIT_FRENCH_CHEVALIER</UnitType>
</Unit>[/COLOR]
</Units>
<FreeUnitClasses>
<FreeUnitClass>
Ok, so I can not get my Chevalier to be a unique unit to france or my new civilization for that matter
But how do you make the Chevalier a unique unit?
<Units>
<Unit>
<UnitClassType>UNITCLASS_MACEMAN</UnitClassType>
<UnitType>UNIT_JAPAN_SAMURAI</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_FIGHTER</UnitClassType>
<UnitType>UNIT_ZERO</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_DESTROYER</UnitClassType>
<UnitType>UNIT_TAKAO</UnitType>
</Unit>
</Units>
So everyone can build the unit?
Does it appear in the civilopedia as unique unit?
My bad... ok not everyone can build this unit only the french can but in the civilopedia it does not say it is a unique unit