Privateers

Contox

Chieftain
Joined
Feb 22, 2009
Messages
61
I dont know if this is the correct forum to post this in, but is there a simple way to alter the rules of a unit, say a warrior, so that its nationality is hidden? Not like spies, where they are invisible, but like privateers, which can be attacked, but you can't tell what nationality they are.
A unit like this could be useful in crippling a civ's economy without declaring war. This would be a powerful advantage, so it could be a national unit, that you can only have a limited amount of.
If this is possible, will i need to install an editing program or something like that?
Any info would be much appreciated.

I have already posted this in a different forum, im just looking for different feedback. The answers i got didnt really help me.
 
all you really need is basic Notepad, and find this tag in the Civ4UnitInfos.xml file:
<bHiddenNationality>0</bHiddenNationality>

The "b" means its a boolean, 0 means No, 1 means Yes.
So turn it on by replacing the 0 with a 1. That's it:).
Just remember the #1 rule of modding:
DO NOT EDIT THE ORIGINAL FILES!
 
Before you make this change, I strongly suggest you read the tutorial on adding in new units, it should give you a solid foundation and understanding of what you are doing.
 
Also you need to change the tag for always hostile.

<UnitInfo>
<Class>UNITCLASS_NINJA</Class>
<Type>UNIT_NINJA</Type>
<UniqueNames/>
<Special>SPECIALUNIT_PEOPLE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_MELEE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>INVISIBLE_STEALTH</Invisible>
<SeeInvisible>INVISIBLE_STEALTH</SeeInvisible>
<Description>Ninja</Description>
<Civilopedia>Ninja</Civilopedia>
<Strategy>Invisible land privateer</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>1</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</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>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</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>1</bHiddenNationality>
<bAlwaysHostile>1</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<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>BUILDING_CAMP</PrereqBuilding>
<PrereqTech>TECH_FASCISM</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>40</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</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>
<TerrainImpassable>
<TerrainType>TERRAIN_VENUS</TerrainType>
<bTerrainImpassable>1</bTerrainImpassable>
</TerrainImpassable>
</TerrainImpassables>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>12</iCombat>
<iCombatLimit>12</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>3</iFirstStrikes>
<iChanceFirstStrikes>3</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>100</iWithdrawalProb>
<iCollateralDamage>20</iCollateralDamage>
<iCollateralDamageLimit>100</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>10</iCollateralDamageMaxUnits>
<iCityAttack>0</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>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_NINJA</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_BLITZ</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
 
It works better when you post code like that to put it in code tags, Highlight the section you want to draw attention to with Bold, and wrap the whole thing up in spoiler tags.
 
When I open the assets folder, all there is in it are folders called
"assets0.fpk","assets1.fpk","assets2.fpk", and "assets3.fpk",
All of which are empty.
I tried "CustomAssets", then "xml" then "units", but that was empty too. :?
 
Those are supposed to be empty; look in
C:Program files/2K Games/ Sid Meier's Civilization IV/ Beyond the Sword/ Assets
Or wherever you installed your copy of Civ4.
 
Aaaaaaahhhhhhhhh i see
Found it
But, forgive my noobiness,
What do you mean by "DO NOT EDIT THE ORIGINAL FILES!!!" ?
How do i change it and play with it without editing?

And thank y'all
:)
 
Or use the custom assets folder. If you place files in the CustomAssets, they will override the game. So if you make a terrible mistake, just delete the files from CustomAssets and the game will still work.
However, files in you custom assets can screw with some mods, especially if they add stuff in the file you replace.
 
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