platyping
Sleeping Dragon
Isn't it already done.
The latest version, unit button also follows
The latest version, unit button also follows
Isn't it already done.
The latest version, unit button also follows
Refer to the king unit.
Who cares about a stupid scout
Build a city...
self.iHappy = 30 ## Increased by X Per Excess Unhappy
self.iHealth = 30 ## Increased by X Per Excess Unhealthy
self.iNonStateReligion = 50 ## Increased by X Per Non State Religion or Absense of State Religion
self.iNationality = 5 ## Increased by X Per Non Nationality
self.iOccupation = 20 ## Increased by X Per Occupation Turn
self.iUnit = 25 ## Decreased by X Per Defender
self.iDistance = 20 ## Decreased by X Per Tile Distance during Uprising
self.Civics = [ ["CIVIC_SLAVERY", 150],
["CIVIC_POLICE_STATE", -100],
["CIVIC_BARBARISM", 50],
["CIVIC_HEREDITARY_RULE", -50]]
self.Buildings = [ ["BUILDING_JAIL", -50],
["BUILDING_INDIAN_MAUSOLEUM", -50],
["BUILDING_PALACE", -400],
["BUILDING_GREAT_PALACE", -200],
["BUILDING_BUILDING_VERSAILLES", -200],
["BUILDING_NATIONAL_SECURITY", -100]]
self.iNewDefenders = 2 ## Number of Extra Defenders after Uprising
self.iCultureXfer = 10 ## X% Culture Transferred after Revolution
self.iSafeZone = 250 ## No Revolution Below This Level
self.iDangerZone = 750 ## Can Start Uprising
self.iMaxZone = 2000 ## 100% Revolution
Am i writing in Arabic or something
As asked in above, a different "Warlord other than normal?? as the pic has??
################################### Equipment Script ##########################################
## Modified by Platyping
##
## Change Equipment.loadEvents("Mods/Equipments/Assets/XML/CustomXML/Equipment.xml")
## to point to correct location after merging to own mods
##
## <UnitCombat> Granted to Units of these Unit Combat Types
## <Level> Higher Level Equipments Replace Lower Level Equipments
## <Bonuses> Requires Bonus (OR)
###############################################################################################
<Event>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
</UnitCombat>
<Level>1</Level>
<Type>EQUIPMENT_ARROW1</Type>
<Bonuses>
<BonusType>BONUS_STONE</BonusType>
</Bonuses>
<Level>2</Level>
<Type>EQUIPMENT_ARROW2</Type>
<Bonuses>
<BonusType>BONUS_COPPER</BonusType>
<BonusType>BONUS_IRON</BonusType>
</Bonuses>
<Level>3</Level>
<Type>EQUIPMENT_ARROW3</Type>
<Bonuses>
<BonusType>BONUS_ALUMINUM</BonusType>
</Bonuses>
</Event>
<Event>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
<UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
</UnitCombat>
<Level>1</Level>
<Type>EQUIPMENT_ARMOR1</Type>
<Bonuses>
<BonusType>BONUS_COPPER</BonusType>
</Bonuses>
<Level>2</Level>
<Type>EQUIPMENT_ARMOR2</Type>
<Bonuses>
<BonusType>BONUS_IRON</BonusType>
</Bonuses>
<Level>3</Level>
<Type>EQUIPMENT_ARMOR3</Type>
<Bonuses>
<BonusType>BONUS_ALUMINUM</BonusType>
</Bonuses>
</Event>
Only the artwork remains the same...
It comes with a different name, a unit button that changes with your leader choice, different promotions depending on leader traits.
What else you need...
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_ANCIENT</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_MODERN</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_MEDIEVAL</MiddleArtDefineTag>
</UnitMeshGroup>
self.iNoGrowth = [10, 100] # X% No Growth Per Unhappiness, Maximum %
self.iNoGP = [5, 100] # X% No Great People Per Unhappiness, Maximum %
self.iNoProduction = [3, 75] # X% No Production Per Unhappiness, Maximum %
self.iNoResearch = [3, 75] # X% No Research Per Unhappiness, Maximum %
self.iNoGold = [5, 75] # X% No Gold Per Unhappiness, Maximum %
self.iNoCulture = [4, 80] # X% No Culture Per Unhappiness, Maximum %
self.iXPModifier = [4, 1000] # X% XP More Per Unhappiness, Maximum %
From what i am looking at, am sorry if i am reading it wrong, but i thought it was supposed to have a different Warlord attached to the unit per your Great General definition below, or is that NOT a GG attached to the "King" unit????
Code:<UnitMeshGroup> <iRequired>1</iRequired> <EarlyArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_ANCIENT</EarlyArtDefineTag> <LateArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_MODERN</LateArtDefineTag> <MiddleArtDefineTag>ART_DEF_UNIT_FEMALE_WARLORD_MEDIEVAL</MiddleArtDefineTag> </UnitMeshGroup>
So far...
Revolutions:
1) Xyth
2) Hrochland
Equipments:
1) Lib Spi't
SO not sure equipments or dark ages
3 more days to Xmas