R.E.D. World War II development thread

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Thank you ! :D

I hope I'll have the time to merge it in the WE.
 
You're not forgotten, but the Revolution mod has taken all my modding time ATM. Once the bases are set, I'll (hope to) get more time for WWII.
 
Edit2: By the way I REALLY REALLY want to have Finland as playable nation in this mod. Is it possible to add? :) I read your earlier post about what you need to have:


"- Units models (see Danrell's threads in the forum unit section for the available ones)
- material to make good DoM and diplo screen (including at least 8-9 WW2 poster related to that nation)
- mp3 speech of the leader
- introduction texts like for the other nation in the mod"


You should definetly check asioasioasio's stuff from 1939-mod (CIV IV). There are some really beautiful diplomacy pictures including propaganda posters etc. Also if Finland would be added it's leader should be ether Risto Ryti (president 19.12.1940 – 1.8.1944) or C.G.E Mannerheim (corps commander in both wars, and later on president 4.8.1944–4.3.1946). I can get you some mp3 speech and write introduction text if you want?

About the unit models:

Infantry: Danrell's Germans would be fine as jager (jääkäri = regular) with small uniform changes. Also maybe Norwegian ski-infantry with white uniforms? (see pictures)





Spoiler :







Tanks: Danrell's: BT-42 = Finland's SPG / Assault Gun, And rest would be Germany's, UK's and USSR's tanks. I can give you whole list if you like.











Planes: Danrell's: UK + German + Sweden







Edit3: Here's possible introduction text for loading screen (written by me):

"President, Finland has been independent nation for only few decades now. Even thought Finland is quite new nation, it has already proven itself to be democratic and peaceful. It's athletes are best in the world (etc. Paavo Nurmi). We gained our independence during the great war, and later on triumphed against the communism in bloody civil war with imperial Germany's support. Fortunately we already had ancient traditions and laws to guide our path to become lawful democratic nation.

President, aggression is increasing in Europe, our border nation-politic has failed, storm is coming. East has never been more threatening. The peace is more and more fragile. President can you help Finland to survive against the communist regime of terror? Can you help Finland to stay as democratic and peaceful as its people want? President can you help Finland to find shelter in the upcoming storm?

Quoted here for reference :)

I'd like to see those WWII poster, and about the leader, I suppose you're better placed than me for the choice, but the availability of mp3 speech and good painting for the Diplo/DoM screen may help to choose...

For the units, reskins would do I suppose (but don't count on me to do them), there may be already some available (for the Hawk75/P36 and Bf-109 ? can't remember..., I'll have to re-download all danrell's units as I've lost them in a HDD failure)
 
Okay. I'm going to work something out tomorrow (with speech and propagandaposters). :) I'll also check if I can find some models from the forum. I'll download asioasioasio's 1939 mod too, so I can check if there's some other good stuff to use. I'll ask for he's permission ofc.
 
Going off the other thread*

There is still a unit limit, I tried adding 20 units along with 7 new classes as defined in your excel table but I had to shorten it too 18 units and 5 classes. That was still over the limit so I got rid of two unit classes that were not being used and I got rid of the units in the bomber, fighter and tank SQLs that weren't being used by any of the scenarios. And that was enough so with these 23 units/classes I hit exactly at 256 units. Hopefully God and Kings or a new patch will get rid of this problem. I guess you can put the units in seperate mods so each map will only upload the needed units for that scenario instead of uploading japanese and chinese units when playing the 1939 scenario.

I only tested this with the 1936 map, but I assume it will work with the other two maps.

Here are the Two Art Files:

Spoiler :
Code:
<!-- ADDED UNITS  ***************************************************** -->
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_ARL_44</Type>
		<fScale>0.12</fScale>
		<Granny>ARL-44.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_PANTHER</Type>
		<fScale>0.12</fScale>
		<Granny>Panzer_V_Panther.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_PANZER_VI_TIGER</Type>
		<fScale>0.12</fScale>
		<Granny>Panzer_VI_Tiger.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_A10_VALENTINE</Type>
		<fScale>0.12</fScale>
		<Granny>A10_Valentine.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_A13_COVENATOR</Type>
		<fScale>0.12</fScale>
		<Granny>A13_MK_III_Covenanter.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_A15_CRUSADER</Type>
		<fScale>0.12</fScale>
		<Granny>A15_Crusader.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_A15_CRUSADER_MKIII</Type>
		<fScale>0.12</fScale>
		<Granny>A15_Crusader_MK_III.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_T34_85</Type>
		<fScale>0.12</fScale>
		<Granny>T-34-85.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_IS_1</Type>
		<fScale>0.12</fScale>
		<Granny>IS-1.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_IS_2</Type>
		<fScale>0.12</fScale>
		<Granny>IS-2.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_SHERMAN_IIIA</Type>
		<fScale>0.12</fScale>
		<Granny>M4A2(76)W_Sherman_IIIA.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_SHERMAN_IV</Type>
		<fScale>0.12</fScale>
		<Granny>M4A3_Sherman_IV.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_SHERMAN_JUMBO</Type>
		<fScale>0.12</fScale>
		<Granny>M4A3E2_Sherman_Jumbo.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_SHERMAN_EASYEIGHT</Type>
		<fScale>0.12</fScale>
		<Granny>M4A3E8_Sherman_Easy_Eight.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_TANK_M26_PERSHING</Type>
		<fScale>0.12</fScale>
		<Granny>M26_Pershing.fxsxml</Granny>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_BASE</Defaults>
			<bReformBeforeCombat>1</bReformBeforeCombat>
			<bHasShortRangedAttack>1</bHasShortRangedAttack>
			<bHasStationaryMelee>1</bHasStationaryMelee>
			<bHasIndependentWeaponFacing>1</bHasIndependentWeaponFacing>
			<bHasRefaceAfterCombat>0</bHasRefaceAfterCombat>
			<Weapon>
				<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
				<HitEffect>ART_DEF_VEFFECT_TANK_IMPACT_$(TERRAIN)</HitEffect>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION6POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALSM</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_FIGHTER_P36</Type>
		<fScale>0.07</fScale>
		<Granny>P-36_Hawk.fxsxml</Granny>
		<Domain>Air</Domain>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_AIR</Defaults>
			<fTurnRateMin>0.25</fTurnRateMin>
			<fTurnRateMax>0.5</fTurnRateMax>
			<fAttackRadius>45.0</fAttackRadius>
			<fMoveRate>2.5</fMoveRate>
			<Weapon>
				<Weapon>
					<fHitRadius>15.0</fHitRadius>
					<fVisKillStrengthMin>1.0</fVisKillStrengthMin>
					<fVisKillStrengthMax>1.0</fVisKillStrengthMax>
					<WeaponTypeTag>BULLETHC</WeaponTypeTag>
					<WeaponTypeSoundOverrideTag>BULLETHC</WeaponTypeSoundOverrideTag>
					<HitEffect>ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_$(TERRAIN)</HitEffect>
				</Weapon>
				<Weapon>
					<ID>PROJECTILE</ID>
					<fProjectileSpeed>3</fProjectileSpeed>
					<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
					<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
					<bIsDropped>1</bIsDropped>
					<bTargetGround>1</bTargetGround>
					<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
					<WeaponTypeSoundOverrideTag>EXPLOSION200POUND</WeaponTypeSoundOverrideTag>
				</Weapon>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALLRG</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_FIGHTER_FOLGORE</Type>
		<fScale>0.07</fScale>
		<Granny>Macchi_C.202_Folgore.fxsxml</Granny>
		<Domain>Air</Domain>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_AIR</Defaults>
			<fTurnRateMin>0.25</fTurnRateMin>
			<fTurnRateMax>0.5</fTurnRateMax>
			<fAttackRadius>45.0</fAttackRadius>
			<fMoveRate>2.5</fMoveRate>
			<Weapon>
				<Weapon>
					<fHitRadius>15.0</fHitRadius>
					<fVisKillStrengthMin>1.0</fVisKillStrengthMin>
					<fVisKillStrengthMax>1.0</fVisKillStrengthMax>
					<WeaponTypeTag>BULLETHC</WeaponTypeTag>
					<WeaponTypeSoundOverrideTag>BULLETHC</WeaponTypeSoundOverrideTag>
					<HitEffect>ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_$(TERRAIN)</HitEffect>
				</Weapon>
				<Weapon>
					<ID>PROJECTILE</ID>
					<fProjectileSpeed>3</fProjectileSpeed>
					<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
					<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
					<bIsDropped>1</bIsDropped>
					<bTargetGround>1</bTargetGround>
					<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
					<WeaponTypeSoundOverrideTag>EXPLOSION200POUND</WeaponTypeSoundOverrideTag>
				</Weapon>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALLRG</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_FIGHTER_YAK7</Type>
		<fScale>0.07</fScale>
		<Granny>Yakovlev_Yak-7.fxsxml</Granny>
		<Domain>Air</Domain>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_AIR</Defaults>
			<fTurnRateMin>0.25</fTurnRateMin>
			<fTurnRateMax>0.5</fTurnRateMax>
			<fAttackRadius>45.0</fAttackRadius>
			<fMoveRate>2.5</fMoveRate>
			<Weapon>
				<Weapon>
					<fHitRadius>15.0</fHitRadius>
					<fVisKillStrengthMin>1.0</fVisKillStrengthMin>
					<fVisKillStrengthMax>1.0</fVisKillStrengthMax>
					<WeaponTypeTag>BULLETHC</WeaponTypeTag>
					<WeaponTypeSoundOverrideTag>BULLETHC</WeaponTypeSoundOverrideTag>
					<HitEffect>ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_$(TERRAIN)</HitEffect>
				</Weapon>
				<Weapon>
					<ID>PROJECTILE</ID>
					<fProjectileSpeed>3</fProjectileSpeed>
					<fVisKillStrengthMin>25.0</fVisKillStrengthMin>
					<fVisKillStrengthMax>50.0</fVisKillStrengthMax>
					<bIsDropped>1</bIsDropped>
					<bTargetGround>1</bTargetGround>
					<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
					<WeaponTypeSoundOverrideTag>EXPLOSION200POUND</WeaponTypeSoundOverrideTag>
				</Weapon>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALLRG</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_BOMBER_LANCASTER</Type>
		<fScale>0.11</fScale>
		<Granny>Avro_Lancaster.fxsxml</Granny>
		<Domain>Air</Domain>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_AIR</Defaults>
			<fTurnRateMin>0.10</fTurnRateMin>
			<fTurnRateMax>0.25</fTurnRateMax>
			<fAttackRadius>64.0</fAttackRadius>
			<fMoveRate>2.0</fMoveRate>
			<Weapon>
				<Usage>Vs_Air</Usage>
				<fHitRadius>15.0</fHitRadius>
				<fVisKillStrengthMin>1.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>1.0</fVisKillStrengthMax>
				<WeaponTypeTag>BULLETHC</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>BULLETHC</WeaponTypeSoundOverrideTag>
				<HitEffect>ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_$(TERRAIN)</HitEffect>
			</Weapon>
			<Weapon>
				<fVisKillStrengthMin>15.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>25.0</fVisKillStrengthMax>
				<fProjectileSpeed>0.9</fProjectileSpeed>
				<bIsDropped>1</bIsDropped>
				<bTargetGround>1</bTargetGround>
				<fHitRadius>10.0</fHitRadius>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION200POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALLRG</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>
	<UnitMemberArtInfo>
		<Type>ART_DEF_UNIT_MEMBER_BOMBER_B24</Type>
		<fScale>0.1</fScale>
		<Granny>B-24_Liberator.fxsxml</Granny>
		<Domain>Air</Domain>
		<Combat>
			<Defaults>ART_DEF_TEMPLATE_AIR</Defaults>
			<fTurnRateMin>0.10</fTurnRateMin>
			<fTurnRateMax>0.25</fTurnRateMax>
			<fAttackRadius>64.0</fAttackRadius>
			<fMoveRate>2.0</fMoveRate>
			<Weapon>
				<Usage>Vs_Air</Usage>
				<fHitRadius>15.0</fHitRadius>
				<fVisKillStrengthMin>1.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>1.0</fVisKillStrengthMax>
				<WeaponTypeTag>BULLETHC</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>BULLETHC</WeaponTypeSoundOverrideTag>
				<HitEffect>ART_DEF_VEFFECT_FIGHTER_MACHINE_GUN_HIT_$(TERRAIN)</HitEffect>
			</Weapon>
			<Weapon>
				<fVisKillStrengthMin>15.0</fVisKillStrengthMin>
				<fVisKillStrengthMax>25.0</fVisKillStrengthMax>
				<fProjectileSpeed>0.9</fProjectileSpeed>
				<bIsDropped>1</bIsDropped>
				<bTargetGround>1</bTargetGround>
				<fHitRadius>10.0</fHitRadius>
				<WeaponTypeTag>EXPLOSIVE</WeaponTypeTag>
				<WeaponTypeSoundOverrideTag>EXPLOSION200POUND</WeaponTypeSoundOverrideTag>
			</Weapon>
		</Combat>
		<MaterialTypeTag>METAL</MaterialTypeTag>
		<MaterialTypeSoundOverrideTag>METALLRG</MaterialTypeSoundOverrideTag>
	</UnitMemberArtInfo>

Spoiler :
Code:
<!-- ADDED UNITS ******************************************************************* -->
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_ARL_44</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_ARL_44</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_PANTHER</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_PANTHER</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_PANZER_VI_TIGER</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_PANZER_VI_TIGER</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_A10_VALENTINE</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_A10_VALENTINE</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_A13_COVENATOR</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_A13_COVENATOR</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_A15_CRUSADER</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_A15_CRUSADER</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_A15_CRUSADER_MKIII</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_A15_CRUSADER_MKIII</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_T34_85</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_T34_85</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_IS_1</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_IS_1</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_IS_2</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_IS_2</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_SHERMAN_IIIA</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_SHERMAN_IIIA</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_SHERMAN_IV</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_SHERMAN_IV</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_SHERMAN_JUMBO</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_SHERMAN_JUMBO</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_SHERMAN_EASYEIGHT</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_SHERMAN_EASYEIGHT</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_TANK_M26_PERSHING</Type>
		<Formation>Vehicle</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_TANK_M26_PERSHING</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_FIGHTER_P36</Type>
		<Formation>FighterDiamond</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_FIGHTER_P36</MemberType>
			<MemberCount>4</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_FIGHTER_YAK7</Type>
		<Formation>FighterDiamond</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_FIGHTER_YAK7</MemberType>
			<MemberCount>4</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_FIGHTER_FOLGORE</Type>
		<Formation>FighterDiamond</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_FIGHTER_FOLGORE</MemberType>
			<MemberCount>4</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_BOMBER_LANCASTER</Type>
		<Formation>BomberWing</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_BOMBER_LANCASTER</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
	<UnitArtInfo>
		<Type>ART_DEF_UNIT_BOMBER_B24</Type>
		<Formation>BomberWing</Formation>
		<DamageStates>1</DamageStates>
		<UnitMemberArt>
			<MemberType>ART_DEF_UNIT_MEMBER_BOMBER_B24</MemberType>
			<MemberCount>3</MemberCount>
		</UnitMemberArt>
	</UnitArtInfo>
 
RedDefines Unit List
Spoiler :
Code:
-- Added Units

FR_ARL_44				= GameInfo.Units.UNIT_TANK_ARL_44.ID 
GE_PANZER_V				= GameInfo.Units.UNIT_TANK_PANTHER.ID
GE_PANZER_VI			= GameInfo.Units.UNIT_TANK_PANZER_VI_TIGER.ID
UK_A10_VALENTINE		= GameInfo.Units.UNIT_TANK_A10_VALENTINE.ID
--UK_A13_COVENATOR		= GameInfo.Units.UNIT_TANK_A13_MKIII.ID
UK_A15_CRUSADER			= GameInfo.Units.UNIT_TANK_A15_CRUSADER.ID
--UK_A15_CRUSADER_MKIII	= GameInfo.Units.UNIT_TANK_A15_CRUSADER_MKIII.ID
UK_LANCASTER			= GameInfo.Units.UNIT_BOMBER_LANCASTER.ID
RU_T34_85				= GameInfo.Units.UNIT_TANK_T34_85.ID
RU_IS_1					= GameInfo.Units.UNIT_TANK_IS_1.ID
RU_IS_2					= GameInfo.Units.UNIT_TANK_IS_2.ID
RU_YAK_7				= GameInfo.Units.UNIT_FIGHTER_YAK7.ID
IT_FOLGORE				= GameInfo.Units.UNIT_FIGHTER_FOLGORE.ID
--US_P36					= GameInfo.Units.UNIT_FIGHTER_P36.ID
US_SHERMAN_IIIA			= GameInfo.Units.UNIT_TANK_SHERMAN_IIIA.ID
US_SHERMAN_IV			= GameInfo.Units.UNIT_TANK_SHERMAN_IV.ID
US_SHERMAN_JUMBO		= GameInfo.Units.UNIT_TANK_SHERMAN_JUMBO.ID
US_SHERMAN_EASYEIGHT	= GameInfo.Units.UNIT_TANK_SHERMAN_EASYEIGHT.ID
US_M26_PERSHING			= GameInfo.Units.UNIT_TANK_M26_PERSHING.ID
US_B24					= GameInfo.Units.UNIT_BOMBER_B24.ID

RedDefines Unit Civilizations
Spoiler :
Code:
g_Major_Units = {
	[FRANCE] = {
		FR_INFANTRY, FR_LEGION,
		FR_R35, FR_R40, FR_H35, FR_H39,
		FR_S35, FR_B1, FR_ARL_44,
		FR_MB152, FR_D520, FR_POTEZ630,
		FR_LN401, FR_AMIOT350,
		FR_FANTASQUE, FR_GALISSONIERE, FR_SUBMARINE, FR_BATTLESHIP, FR_BATTLESHIP_2,
		ARTILLERY},
	[ENGLAND] = {
		UK_INFANTRY,
		UK_MATILDA_I, UK_CRUISER_II, UK_CRUISER_III, UK_CRUISER_IV, UK_A10_VALENTINE, UK_A15_CRUSADER,
		UK_MATILDA_II, UK_M4_FIREFLY,
		UK_CHURCHILL,
		UK_SPITFIRE, UK_SPITFIRE_V, UK_SPITFIRE_IX, UK_WHIRLWIND, UK_BEAUFIGHTER,
		UK_MOSQUITO, UK_WELLINGTON, UK_HALIFAX, UK_LANCASTER,
		UK_TRIBA, UK_SUBMARINE, UK_DIDO, UK_BATTLESHIP, UK_BATTLESHIP_2,
		ARTILLERY},
	[USSR] = {
		RU_INFANTRY,
		RU_T26, RU_BT7,
		RU_T28, RU_T34, RU_T34_76, RU_T34_85,
		RU_KV1, RU_KV2, RU_IS_1, RU_IS_2,
		RU_I16, RU_LAGG3, RU_LA5, RU_LA5_V2, RU_LA7, RU_YAK_7,
		RU_IL2, RU_PE2, RU_TU2, RU_IL4, RU_TB3, RU_PE8,
		RU_GNEVNY, RU_SUBMARINE, RU_KIROV, RU_BATTLESHIP,
		ARTILLERY},
	[GERMANY] = {
		GE_INFANTRY,
		GE_PANZER_II, GE_PANZER_II_L,
		GE_PANZER_III, GE_PANZER_III_J, GE_PANZER_IV, GE_PANZER_IV_G, GE_PANZER_IV_H, GE_PANZER_V,
		GE_PANZER_VI,
		GE_BF109, GE_BF109_F, GE_BF109_G, GE_FW190, GE_BF110, GE_BF110_F4, GE_JU88C, GE_HE219,
		GE_JU87, GE_JU88, GE_HE111, GE_HE177,
		GE_DESTROYER, GE_SUBMARINE, GE_LEIPZIG, GE_DEUTSCHLAND, GE_BATTLESHIP, GE_BATTLESHIP_2,
		ARTILLERY},
	[ITALY] = {
		IT_INFANTRY,
		IT_L6_40, IT_M11_39, IT_M13_40, IT_M14_41, IT_M15_42, IT_P26_40,
		IT_G50, IT_G55, IT_FOLGORE,
		IT_BA65, IT_SM79, IT_SM84,
		IT_SOLDATI, IT_SUBMARINE, IT_ZARA, IT_BATTLESHIP,
		ARTILLERY},
	[AMERICA] = {
		US_INFANTRY,
		US_M3STUART, US_M5STUART,
		US_M3_GRANT, US_SHERMAN, US_M4A1_IIA, US_M4A2, US_SHERMAN_IIIA, US_SHERMAN_IV, US_SHERMAN_JUMBO, US_SHERMAN_EASYEIGHT, US_M26_PERSHING,
		US_P40, US_P51, US_P38,
		US_B17, US_B25, US_B24, 
		US_SUBMARINE, US_BATTLESHIP_2, US_FLETCHER, US_BALTIMORE, US_BATTLESHIP, US_CARRIER, 
		ARTILLERY},
	[JAPAN] = {
		JP_INFANTRY,
		JP_TYPE97_SHINHORO, JP_TYPE1, JP_TYPE3, JP_TYPE4, TYPE4_CHI_TO, JP_TYPE5,
		JP_ZERO,
		JP_AICHI, JP_KI21,
		JP_SUBMARINE, JP_BATTLESHIP_2, JP_KAGERO, JP_TAKAO, JP_BATTLESHIP, JP_CARRIER,
		ARTILLERY},
	[CHINA] = {
		CH_INFANTRY,
		CH_T26B,
		CH_P40N,
		CH_B25,
		DESTROYER,
		ARTILLERY},
	[GREECE] = {
		GR_INFANTRY,
		GR_VICKERS_MKE, GR_VICKERS_MKII,
		GR_P24, GR_SPITFIRE,
		GR_FAIREY, GR_BLENHEIM,
		GR_SUBMARINE, GR_PISA, GR_GEORGIOS,
		ARTILLERY},
}

Unit Upgrade List, I added more stuff from the 1936 upgrade list I don't know if you want this upgrade order on the 1939 map.
Spoiler :
Code:
g_UnitUpgrades = {
	[FR_AMR35] = FR_R35,
	[FR_AMC35] = FR_R40,
	[FR_R35] = FR_R40,
	[FR_H35] = FR_H39,
	[GE_PANZER_I] = GE_PANZER_II,
	[GE_PANZER_35] = GE_PANZER_II,
	[GE_PANZER_II] = GE_PANZER_II_L,
	[GE_PANZER_III] = GE_PANZER_III_J,
	[GE_PANZER_II] = GE_PANZER_IV,
	[GE_PANZER_II_L] = GE_PANZER_IV,
	[GE_PANZER_IV] = GE_PANZER_IV_G,
	[GE_PANZER_III] = GE_PANZER_IV_G,
	[GE_PANZER_III_J] = GE_PANZER_IV_G,
	[GE_PANZER_IV_G] = GE_PANZER_IV_H,
	[GE_BF109] = GE_BF109_F,
	[GE_BF109_F] = GE_BF109_G,
	[GE_BF110] = GE_BF110_F4,
	[UK_CRUISER_I] = UK_CRUISER_II,
	[UK_CRUISER_II] = UK_CRUISER_IV,
	[UK_CRUISER_III] = UK_CRUISER_IV,
	[UK_CRUISER_IV] = UK_A15_CRUSADER,
	--[UK_A13_COVENATOR] = UK_A15_CRUSADER,
	--[UK_A15_CRUSADER] = UK_A15_CRUSADER_MKIII,
	[UK_VICKERS_MK6B] = UK_MATILDA_I,
	[UK_MATILDA_I] = UK_MATILDA_II,
	[UK_MATILDA_II] = UK_M4_FIREFLY,
	[UK_SPITFIRE] = UK_SPITFIRE_V,
	[UK_SPITFIRE_V] = UK_SPITFIRE_IX,
	[RU_T34] = RU_T34_76,
	[RU_T34_76] = RU_T34_85,
	[RU_I16] = RU_LAGG3,
	[RU_LAGG3] = RU_LA5,
	[RU_LA5] = RU_LA5_V2,
	[RU_LA5_V2] = RU_LA7,
	[RU_LA5] = RU_LA7,
	[RU_T26] = RU_T28,
	[RU_T28] = RU_T34_76,
	[RU_BT2] = RU_BT7,
	[RU_TB3] = RU_PE8,
	[RU_KV1] = RU_KV2,
	[IT_M11_39] = IT_M13_40,
	[IT_M13_40] = IT_M14_41,
	[IT_M14_41] = IT_M15_42,
	[IT_CR42] = IT_G50,
	[IT_G50] = IT_G55,
	[US_M3STUART] = US_M5STUART,
	[US_M3_GRANT] = US_M4A1_IIA,
	[US_SHERMAN] = US_M4A1_IIA,
	[US_M4A1_IIA] = US_M4A2,
	[US_M4A2] = US_SHERMAN_IIIA,
	[US_SHERMAN_IIIA] = US_SHERMAN_JUMBO,
	[US_SHERMAN_JUMBO] = US_SHERMAN_EASYEIGHT,
	--[US_P36] = US_P40,
}

Project List
Spoiler :
Code:
--NEW
PROJECT_ARL_44		= GameInfo.Projects.PROJECT_ARL_44.ID
PROJECT_PANZER_V	= GameInfo.Projects.PROJECT_PANTHER.ID
PROJECT_PANZER_VI	= GameInfo.Projects.PROJECT_PANZER_VI_TIGER.ID
PROJECT_IS_1		= GameInfo.Projects.PROJECT_IS_1.ID
PROJECT_IS_2		= GameInfo.Projects.PROJECT_IS_2.ID
PROJECT_M26 		= GameInfo.Projects.PROJECT_M26_PERSHING.ID
PROJECT_T34_85		= GameInfo.Projects.PROJECT_T34_85.ID
PROJECT_A15			= GameInfo.Projects.PROJECT_A15_CRUSADER.ID
--PROJECT_A15_MKIII	= GameInfo.Projects.PROJECT_A15_CRUSADER_MKIII.ID
--PROJECT_A13			= GameInfo.Projects.PROJECT_A13_COVENATOR.ID
PROJECT_A10			= GameInfo.Projects.PROJECT_A10_VALENTINE.ID
PROJECT_SHERMANIIIA = GameInfo.Projects.PROJECT_SHERMAN_IIIA.ID
PROJECT_SHERMAN_IV  = GameInfo.Projects.PROJECT_SHERMAN_IV.ID
PROJECT_JUMBO		= GameInfo.Projects.PROJECT_SHERMAN_JUMBO.ID
PROJECT_EASYEIGHT	= GameInfo.Projects.PROJECT_SHERMAN_EASYEIGHT.ID
PROJECT_B24			= GameInfo.Projects.PROJECT_B24.ID
PROJECT_LANCASTER	= GameInfo.Projects.PROJECT_LANCASTER.ID
PROJECT_YAK7		= GameInfo.Projects.PROJECT_YAK7.ID
PROJECT_FOLGORE		= GameInfo.Projects.PROJECT_FOLGORE.ID

Projects for Civilizations
Spoiler :
Code:
-- Available projects
g_Major_Projects = {
	[FRANCE] = {		
		PROJECT_H39, PROJECT_R40, PROJECT_ARL_44,
		PROJECT_ATTACK_AIRCRAFT, PROJECT_MB152, PROJECT_MS406, PROJECT_D520,},
	[USSR] = {
		PROJECT_T34, PROJECT_T34_76,  PROJECT_KV1, PROJECT_KV2,	PROJECT_IS_1, PROJECT_IS_2, PROJECT_T34_85,
		PROJECT_LAGG3, PROJECT_LA5, PROJECT_LA5_V2, PROJECT_LA7, PROJECT_YAK7,
		PROJECT_IL2, PROJECT_IL4, PROJECT_HEAVY_BOMBER, PROJECT_TU2,
		PROJECT_SOYUZ,},
	[GERMANY] = {
		PROJECT_PANZER_II_L, PROJECT_PANZER_III, PROJECT_PANZER_III_J, PROJECT_PANZER_IV, PROJECT_PANZER_IV_G, PROJECT_PANZER_IV_H, PROJECT_PANZER_V, PROJECT_PANZER_VI,
		PROJECT_BF109F, PROJECT_BF109G, PROJECT_FW190, PROJECT_BF110, PROJECT_BF110F4, PROJECT_HE219, 
		PROJECT_JU88C, PROJECT_HE_177, },
	[ENGLAND] = {
		PROJECT_TETRARCH, PROJECT_MATILDAI, PROJECT_MATILDAII, PROJECT_CRUISER_III, PROJECT_CRUISER_IV, PROJECT_CHURCHILL, PROJECT_M4_FIREFLY, PROJECT_A10, PROJECT_A15,
		PROJECT_MOSQUITO, PROJECT_SPITFIRE_V, PROJECT_SPITFIRE_IX, 
		PROJECT_HEAVY_BOMBER, PROJECT_BEAUFIGHTER, PROJECT_WHIRLWIND, PROJECT_LANCASTER, },
	[ITALY] = {
		PROJECT_M13_40, PROJECT_M14_41, PROJECT_M15_42,  PROJECT_P26_40, PROJECT_M11_39, PROJECT_L6_40,
		PROJECT_G50, PROJECT_G55, PROJECT_FOLGORE,
		PROJECT_ATTACK_AIRCRAFT, PROJECT_SM84, },
	[GREECE] = {
		PROJECT_ATTACK_AIRCRAFT,},
	[AMERICA] = {
		PROJECT_M5STUART, PROJECT_M3GRANT, PROJECT_M4SHERMAN, PROJECT_M4A1SHERMANIIA, PROJECT_M4A2, PROJECT_M26, PROJECT_SHERMANIIIA, PROJECT_SHERMAN_IV, PROJECT_JUMBO, PROJECT_EASYEIGHT,
		PROJECT_P51, PROJECT_P40, PROJECT_P38,
		PROJECT_B17, PROJECT_B25, PROJECT_B24, },
	[JAPAN] = {
		PROJECT_TYPE3, PROJECT_TYPE4, PROJECT_TYPE4_CHITO, PROJECT_TYPE5},
}

Project Table
Spoiler :
Code:
	--NEW
	[PROJECT_ARL_44] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19440101, ProbPerTurn = 15},
		TopSecret = true,
	},
	[PROJECT_PANZER_V] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19420101, ProbPerTurn = 15},
		TopSecret = true,
	},
	[PROJECT_PANZER_VI] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19420101, ProbPerTurn = 20},
		TopSecret = true,
	},
	[PROJECT_M26] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19440601, ProbPerTurn = 25},
		TopSecret = true,
	},
	[PROJECT_IS_1] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19420101, ProbPerTurn = 20},
		TopSecret = true,
	},
	[PROJECT_IS_2] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19430101, ProbPerTurn = 20},
		TopSecret = true,
	},
	[PROJECT_T34_85] =  {
		Buildings = {BARRACKS},	
		Trigger = {Type = "xp", Value = 200, Reference = RU_T34_76},
	},
	[PROJECT_A10] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19380210, ProbPerTurn = 35},
		TopSecret = true,
	},
	--[PROJECT_A13] =  {
	--	Buildings = {ACADEMY},	
	--	Trigger = {Type = "date", Value = 19390101, ProbPerTurn = 20},
	--	TopSecret = true,
	--},
	[PROJECT_A15] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19391201, ProbPerTurn = 35},
		TopSecret = true,
	},
	--[PROJECT_A15_MKIII] =  {
	--	Buildings = {BARRACKS},	
	--	Trigger = {Type = "xp", Value = 75, Reference = UK_A15_CRUSADER},
	--},
	[PROJECT_SHERMANIIIA] =  {
		Buildings = {BARRACKS},	
		Trigger = {Type = "xp", Value = 75, Reference = US_M4A2},
	},
	[PROJECT_SHERMAN_IV] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19440101, ProbPerTurn = 50},
		TopSecret = true,
	},
	[PROJECT_JUMBO] =  {
		Buildings = {BARRACKS},	
		Trigger = {Type = "xp", Value = 50, Reference = US_SHERMAN_IV},
		TopSecret = true,
	},
	[PROJECT_EASYEIGHT] =  {
		Buildings = {BARRACKS},	
		Trigger = {Type = "xp", Value = 50, Reference = US_SHERMAN_JUMBO},
		TopSecret = true,
	},
	[PROJECT_FOLGORE] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19400101, ProbPerTurn = 15},
		TopSecret = true,
	},
	[PROJECT_YAK7] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19400701, ProbPerTurn = 35},
		TopSecret = true,
	},
	[PROJECT_LANCASTER] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19400101, ProbPerTurn = 35},
		TopSecret = true,
	},
	[PROJECT_B24] =  {
		Buildings = {ACADEMY},	
		Trigger = {Type = "date", Value = 19391220, ProbPerTurn = 50},
		TopSecret = true,
	},

Unit Project
Spoiler :
Code:
-- NEW
	[FR_ARL_44] = PROJECT_ARL_44,
	[GE_PANZER_V] = PROJECT_PANZER_V,	
	[GE_PANZER_VI] = PROJECT_PANZER_VI,
	[UK_A10_VALENTINE] = PROJECT_A10,
	--[UK_A13_COVENATOR] = PROJECT_A13,	
	[UK_A15_CRUSADER] = PROJECT_A15,
	--[UK_A15_CRUSADER_MKIII] = PROJECT_A15_MKIII,
	[UK_LANCASTER] = PROJECT_LANCASTER,
	[RU_YAK_7] = PROJECT_YAK7,
	[RU_IS_1] = PROJECT_IS_1,
	[RU_IS_2] = PROJECT_IS_2,
	[RU_T34_85] = PROJECT_T34_85,
	[US_SHERMAN_IIIA] = PROJECT_SHERMANIIIA,
	[US_SHERMAN_IV] = PROJECT_SHERMAN_IV,
	[US_SHERMAN_JUMBO] = PROJECT_JUMBO,
	[US_SHERMAN_EASYEIGHT] = PROJECT_EASYEIGHT,
	[US_M26_PERSHING] = PROJECT_M26,
	[US_B24] = PROJECT_B24,
	[IT_FOLGORE] = PROJECT_FOLGORE,

And here is the link for the SQL and XML Project files:
http://www.filedropper.com/newunits


And I attached a Screenshot for anyone interesting in what some of the new units are.
 

Attachments

  • Civ5Screen0289.jpg
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I had made a long answer and the forum as deleted it because I've logged in from another computer (in another room, before posting it)... damn lost of time :/

so short answer :

- I'll free some IDs by removing units templates at the end of the mod loading
- Making different mod for each scenario has pros (Independent units stats and scenario release) and cons (duplicate work, rewriting, less user friendly)
- Please post your complete folder, it's a lot easier for me using winmerge to check the changes (and for you, no ?)

edit: ho, yes, forgotten from the long post : thank you :D
 
I think Risto Ryti might be better suited for the mod as leader of Finland since he was prime minister during winter war and he was the president from 19.12.1940 (about the time Germany and Finland started to do plans for continuation war) to 1.8.1944 (day Finland made cease-fire treaty with USSR).

Here's the mp3. speech I promised to find.

http://heninen.net/sopimus/ryti1941_e.htm

It has mp3 file, and English transcript so you can read it too. It's from the first day Finland and USSR were in war again in 26 June 1941. It's quite long so tell me where to cut it :)
 
Thanks.

Working on next update, testing to free units ID, I'll report here if it's working.
 
New version (big one !) posted in the mod thread, there are some changes made to the core files (split the main defines for easier editing, remove remaining dependency to scenario defines), and it should be easier to add new scenarios (setup files will be enough, the include stuff and the 3 other files are needed only for scenario specific rules, but it should work without, using default rules)

I'll update the "How To" to reflect the change.

About the unit limits, it still an issue, 10-20 slots are not enough for what we plan.

I have an option (change the WB maps to script maps), but that will be a heavy change, and will make the inclusion of new maps difficult (the steps to convert from WB map to script map), as well as the edition of existing maps.

So I'll postpone that part after G&K if it's not fixed then.

@T_KCommanderbly: while testing the 1936 map, I've removed the 113 turns limit for free declarations of war, has the new option "Allows alternate history" could be misleading if selected with this map.

If you prefer, we can rmove the option from the setup, and keep the previous setting.

Or use both.
 
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