New Unit Problem

Gypsy1969

Chieftain
Joined
May 23, 2006
Messages
6
I redid an archer unit...just like I have for a few other units....but something must have messed up. When I play it I cannot see the buttons on the botton of the interface re: fortify, upgrade etc. Any ideas?
 
might want to compare the original tag lines (of the archer) in xml to your modified version and see if there is anything missing or coded wrong
 
Did you make this change to a mod or the original game?

I made a similar change to my mod and had the same thing occur. I just replaced all the python files, by copying them from a presaved backup folder for my mod, and pasting them over the ones in the mod folder, (not like they were different) and it mysteriously fixed the problem. :confused:

Perhaps if you try that it might solve this problem for you as well. ;)
 
I have just got this problem too when adding rabbit whites RPG units all my other units are fine just the sam RPG has no order buttons
 
Oh really? That's odd... perhaps you didn't define what kind of unit it is.

Example: <Combat>UNITCOMBAT_ARMOR</Combat> along with, <Domain>DOMAIN_LAND</Domain> Gives certain buttons.

however, for Jets and stealths: <Combat>NONE</Combat> and <Domain>DOMAIN_AIR</Domain> Gives completely different buttons.

So I think it has to do with that. Perhaps you left out a line in one of those parameters for your new unit. If that's the case it would explain why you aren't getting any buttons showing up for that particular unit. ;)
 
Agent 009 said:
Oh really? That's odd... perhaps you didn't define what kind of unit it is.

Example: <Combat>UNITCOMBAT_ARMOR</Combat> along with, <Domain>DOMAIN_LAND</Domain> Gives certain buttons.

however, for Jets and stealths: <Combat>NONE</Combat> and <Domain>DOMAIN_AIR</Domain> Gives completely different buttons.

So I think it has to do with that. Perhaps you left out a line in one of those parameters for your new unit. If that's the case it would explain why you aren't getting any buttons showing up for that particular unit. ;)


didn't miss anything as i copied the sam infantry unit and pasted it then changed name tags as i do when adding anyother unit look see i added smittys humvee at the same time and thats fine:confused: not only that but if i have the unit selected and i ping the map all i get is a red blob show up on the map
Code:
<UnitInfo>
	<Class>UNITCLASS_SAM_INFRPG</Class>
	<Type>UNIT_SAM_INFRPG</Type>
	<UniqueNames/>
	<Special>NONE</Special>
	<Capture>NONE</Capture>
	<Combat>UNITCOMBAT_GUN</Combat>
	<Domain>DOMAIN_LAND</Domain>
	<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
	<Invisible>NONE</Invisible>
	<SeeInvisible>NONE</SeeInvisible>
	<Description>TXT_KEY_UNIT_SAM_INFANTRY</Description>
	<Civilopedia>TXT_KEY_UNIT_SAM_INFANTRY_PEDIA</Civilopedia>
	<Strategy>TXT_KEY_UNIT_SAM_INFANTRY_STRATEGY</Strategy>
		<Advisor>ADVISOR_MILITARY</Advisor>
		<bAnimal>0</bAnimal>
		<bFood>0</bFood>
		<bNoBadGoodies>0</bNoBadGoodies>
		<bOnlyDefensive>0</bOnlyDefensive>
		<bNoCapture>0</bNoCapture>
		<bRivalTerritory>0</bRivalTerritory>
		<bMilitaryHappiness>1</bMilitaryHappiness>			             <bMilitarySupport>1</bMilitarySupport>
		<bMilitaryProduction>1</bMilitaryProduction>
		<bPillage>1</bPillage>
		<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>1</bIgnoreBuildingDefense>
		<bCanMoveImpassable>0</bCanMoveImpassable>
		<bFlatMovementCost>0</bFlatMovementCost>
		<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
		<bNukeImmune>0</bNukeImmune>
		<bPrereqBonuses>0</bPrereqBonuses>
		<bPrereqReligion>0</bPrereqReligion>
		<bMechanized>0</bMechanized>
                  <UnitClassUpgrades>
		<UnitClassUpgrade>
	 <UnitClassUpgradeType>UNITCLASS_MOBILE_SAM</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>				
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_RESERVE</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>TECH_ROCKETRY</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>150</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
			<iAirRange>1</iAirRange>
			<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>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<iCombat>25</iCombat>
			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>40</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>
			<iHillsDefense>0</iHillsDefense>
			<TerrainNatives/>
			<FeatureNatives/>
			<TerrainDefenses/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods>
				<UnitCombatMod>
					<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
					<iUnitCombatMod>80</iUnitCombatMod>
				</UnitCombatMod>
			</UnitCombatMods>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>10</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
			<iAsset>5</iAsset>
			<iPower>20</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_SAM_INFRPG</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<Button>,Art/Interface/Buttons/Units/SAM_Infantry.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,1,8</Button>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
		</UnitInfo>
 
hmmm.... I would assume you have also made the neccesary additions to the UnitClassInfos and art files for this particular unit...

If so, I honestly have no idea what is causing this problem. Of course you could try copying the python file and pasting them over again. This may seem like a completely pointless fix attempt, however, it did work for me oddly enough. :p
 
nope didn't do anything still have the same problem take a look at the screenshot you'll see the unit says RGP Infantry but is showing the last unit i selected
 
That's really weird... it looks as if the data from the settler is being displayed instead. This is definately a different bug than the one I had. For me, I didn't even get any buttons at all for any unit. :confused:

I don't know what to tell you except to try double checking all the data again to be sure there isn't something out of place. ;)
 
I've checked even tried using another units .xml nothing works settler was displayed then but if i click on the warrior then click the sam it stays as the warrior buttons so far it keeps the buttons for every unit i click befor that sam unit. could it be the animations?
 
it turns out to be the .kfm file that came with the sam unit thats causing the problems if i use the default sam units .kfm file i get the buttons back but then the unit doesn't use the RGP :( can't win lol
 
Well perhaps you should speak to Rabbit about that. It is his unit so maybe he can figure out why it is doing that. ;)

Send him a PM.
 
I've just posted it in the forum so others don't spend a whole day messing with the game files lol at least i know it wasn't me. I was starting to go dizzy going round in circles:wallbash: :coffee: anyway :thanx: for your :help: :goodjob:
 
Gypsy does this have to do with the female-in-skimpy-clothes unit? ;)
 
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