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[SDK Request] Diverse Great Generals

Discussion in 'Civ4 - Creation & Customization' started by Houman, Sep 25, 2006.

  1. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    Hello,

    Do you remember the Generals in Civ 3? You have received generals that were appropriate for your civ and not some random generals from all over the world.

    I tried already to solve this by replicating the Great General in XML like Greek_Great_General, Persian_Great_General etc and have given them unique look and most important unique names. In Civilization.xml file I have then assigned the new generals to each civ. Like everything else if the general should appear it should take the UU rather than the comon general.

    However this seems not to be working. The generals that are produced still come up from the main generals XML and not from the unique ones.

    I suppose there is no way around to do that in SDK. Any one interested in this project?

    Regards
    Houman
     
  2. NeverMind

    NeverMind Proud to be Russian

    Joined:
    Apr 29, 2005
    Messages:
    618
    Gender:
    Male
    Location:
    Moscow, Russia
    I dont think it's SDK issue, Houman. Unique Russian generals work fine in my mod, as well as other unique GP.

    Everything is done in xml:

    1) Added UNIT_GREAT_GENERAL_RUS in CIV4UnitInfos (a changed copy of UNIT_GREAT_GENERAL)

    Code:
    <UnitInfo>
    			<Class>UNITCLASS_GREAT_GENERAL</Class>
    [B]			<Type>UNIT_GREAT_GENERAL_RUS</Type>
    			<UniqueNames>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_01</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_02</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_03</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_04</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_05</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_06</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_07</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_08</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_09</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_10</UniqueName>
    			</UniqueNames>[/B]
    			<Special>SPECIALUNIT_PEOPLE</Special>
    			<Capture>NONE</Capture>
    			<Combat>NONE</Combat>
    			<Domain>DOMAIN_LAND</Domain>
    			<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>NONE</SeeInvisible>
    			<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
    			<Civilopedia>TXT_KEY_CONCEPT_GREAT_GENERALS_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_UNIT_GREAT_GENERAL_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>0</bMilitaryHappiness>
    			<bMilitarySupport>0</bMilitarySupport>
    			<bMilitaryProduction>0</bMilitaryProduction>
    			<bPillage>0</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>0</bIgnoreBuildingDefense>
    			<bCanMoveImpassable>0</bCanMoveImpassable>
    			<bFlatMovementCost>0</bFlatMovementCost>
    			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqBonuses>0</bPrereqBonuses>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bMechanized>0</bMechanized>
    			<UnitClassUpgrades/>
    			<UnitClassTargets/>
    			<UnitCombatTargets/>
    			<UnitClassDefenders/>
    			<UnitCombatDefenders/>
    			<UnitAIs>
    				<UnitAI>
    					<UnitAIType>UNITAI_GENERAL</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    			</UnitAIs>
    			<NotUnitAIs/>
    			<Builds/>
    			<ReligionSpreads/>
    			<GreatPeoples>
    				<GreatPeople>
    					<GreatPeopleType>SPECIALIST_GREAT_GENERAL</GreatPeopleType>
    					<bGreatPeople>1</bGreatPeople>
    				</GreatPeople>
    			</GreatPeoples>
    			<Buildings/>
    			<ForceBuildings>
    				<ForceBuilding>
    					<BuildingType>BUILDING_MILITARY_ACADEMY</BuildingType>
    					<bForceBuilding>1</bForceBuilding>
    				</ForceBuilding>
    			</ForceBuildings>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			<PrereqBuilding>NONE</PrereqBuilding>
    			<PrereqTech>NONE</PrereqTech>
    			<TechTypes/>
    			<BonusType>NONE</BonusType>
    			<PrereqBonuses/>
    			<ProductionTraits/>
    			<Flavors>
    				<Flavor>
    					<FlavorType>FLAVOR_MILITARY</FlavorType>
    					<iFlavor>1</iFlavor>
    				</Flavor>
    			</Flavors>
    			<iAIWeight>0</iAIWeight>
    			<iCost>-1</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iMoves>2</iMoves>
    			<iAirRange>0</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>0</iCombat>
    			<iAirCombat>0</iAirCombat>
    			<iAirCombatLimit>0</iAirCombatLimit>
    			<iXPValueAttack>0</iXPValueAttack>
    			<iXPValueDefense>0</iXPValueDefense>
    			<iFirstStrikes>0</iFirstStrikes>
    			<iChanceFirstStrikes>0</iChanceFirstStrikes>
    			<iInterceptionProbability>0</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>
    			<iHillsAttack>0</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<TerrainNatives/>
    			<FeatureNatives/>
    			<TerrainDefenses/>
    			<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>1</iGroupSize>
    				<fMaxSpeed>1.25</fMaxSpeed>
    				<iMeleeWaveSize>1</iMeleeWaveSize>
    				<iRangedWaveSize>1</iRangedWaveSize>
    				<UnitMeshGroup>
    					<iRequired>1</iRequired>
    					<EarlyArtDefineTag>ART_DEF_UNIT_WARLORD_ANCIENT</EarlyArtDefineTag>
    					<LateArtDefineTag>ART_DEF_UNIT_WARLORD_MODERN</LateArtDefineTag>
    					<MiddleArtDefineTag>ART_DEF_UNIT_WARLORD_MEDIEVAL</MiddleArtDefineTag>
    				</UnitMeshGroup>
    			</UnitMeshGroups>
    			<Button>,Art/Interface/Buttons/Units/GreatEngineer.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,5,10</Button>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<FreePromotions/>
    			<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
    			<iLeaderExperience>20</iLeaderExperience>
    		</UnitInfo>
    2) Added entry fo UU in CIV4CivilizationInfos

    Code:
    			<Units>
    				<Unit>
    					<UnitClassType>UNITCLASS_CAVALRY</UnitClassType>
    					<UnitType>UNIT_RUSSIA_COSSACK</UnitType>
    				</Unit>
    				[B]<Unit>
    					<UnitClassType>UNITCLASS_GREAT_GENERAL</UnitClassType>
    					<UnitType>UNIT_GREAT_GENERAL_RUS</UnitType>
    				</Unit>[/B]
    			</Units>
    3. Generals' names added in a text xml file. That's all.
     
  3. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    This is weird. I have the same thing in Realism Mod. Are you sure you get Russian names for the Great Generals as defined in and not the normal Great Generals names?

    Code:
    <Type>UNIT_GREAT_GENERAL_RUS</Type>
    			<UniqueNames>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_01</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_02</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_03</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_04</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_05</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_06</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_07</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_08</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_09</UniqueName>
    				<UniqueName>TXT_KEY_GPRUS_GENERAL_10</UniqueName>
    			</UniqueNames>
    
    Thanks
    Houman
     
  4. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    Code:
    <UnitInfo>
    			<Class>UNITCLASS_GREAT_GENERAL</Class>
    			<Type>UNIT_ROMAN_GREAT_GENERAL</Type>
    			<UniqueNames>					
    				<UniqueName>Pompey the Triumvir</UniqueName>
    				<UniqueName>Gaius Marius</UniqueName>
    				<UniqueName>Scipio Africanus</UniqueName>
    				<UniqueName>Belisarius</UniqueName>				
    			</UniqueNames>
    			<Special>SPECIALUNIT_PEOPLE</Special>
    			<Capture>NONE</Capture>
    			<Combat>NONE</Combat>
    			<Domain>DOMAIN_LAND</Domain>
    			<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>NONE</SeeInvisible>
    			<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
    			<Civilopedia>TXT_KEY_CONCEPT_GREAT_GENERALS_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_UNIT_GREAT_GENERAL_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>0</bMilitaryHappiness>
    			<bMilitarySupport>0</bMilitarySupport>
    			<bMilitaryProduction>0</bMilitaryProduction>
    			<bPillage>0</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>0</bIgnoreBuildingDefense>
    			<bCanMoveImpassable>0</bCanMoveImpassable>
    			<bFlatMovementCost>0</bFlatMovementCost>
    			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqBonuses>0</bPrereqBonuses>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bMechanized>0</bMechanized>
    			<UnitClassUpgrades/>
    			<UnitClassTargets/>
    			<UnitCombatTargets/>
    			<UnitClassDefenders/>
    			<UnitCombatDefenders/>
    			<UnitAIs>
    				<UnitAI>
    					<UnitAIType>UNITAI_GENERAL</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    			</UnitAIs>
    			<NotUnitAIs/>
    			<Builds/>
    			<ReligionSpreads/>
    			<GreatPeoples>
    				<GreatPeople>
    					<GreatPeopleType>SPECIALIST_GREAT_GENERAL</GreatPeopleType>
    					<bGreatPeople>1</bGreatPeople>
    				</GreatPeople>
    			</GreatPeoples>
    			<Buildings/>
    			<ForceBuildings>
    				<ForceBuilding>
    					<BuildingType>BUILDING_MILITARY_ACADEMY</BuildingType>
    					<bForceBuilding>1</bForceBuilding>
    				</ForceBuilding>
    			</ForceBuildings>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			<PrereqBuilding>NONE</PrereqBuilding>
    			<PrereqTech>NONE</PrereqTech>
    			<TechTypes/>
    			<BonusType>NONE</BonusType>
    			<PrereqBonuses/>
    			<ProductionTraits/>
    			<Flavors>
    				<Flavor>
    					<FlavorType>FLAVOR_MILITARY</FlavorType>
    					<iFlavor>1</iFlavor>
    				</Flavor>
    			</Flavors>
    			<iAIWeight>0</iAIWeight>
    			<iCost>-1</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iMoves>2</iMoves>
    			<iAirRange>0</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>0</iCombat>
    			<iAirCombat>0</iAirCombat>
    			<iAirCombatLimit>0</iAirCombatLimit>
    			<iXPValueAttack>0</iXPValueAttack>
    			<iXPValueDefense>0</iXPValueDefense>
    			<iFirstStrikes>0</iFirstStrikes>
    			<iChanceFirstStrikes>0</iChanceFirstStrikes>
    			<iInterceptionProbability>0</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>
    			<iHillsAttack>0</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<TerrainNatives/>
    			<FeatureNatives/>
    			<TerrainDefenses/>
    			<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>1</iGroupSize>
    				<fMaxSpeed>1.25</fMaxSpeed>
    				<iMeleeWaveSize>1</iMeleeWaveSize>
    				<iRangedWaveSize>1</iRangedWaveSize>
    				<UnitMeshGroup>
    					<iRequired>1</iRequired>
    					<EarlyArtDefineTag>ART_DEF_UNIT_ROMAN_GENERAL</EarlyArtDefineTag>
    					<LateArtDefineTag>ART_DEF_UNIT_WARLORD_MODERN</LateArtDefineTag>
    					<MiddleArtDefineTag>ART_DEF_UNIT_WARLORD_MEDIEVAL</MiddleArtDefineTag>
    				</UnitMeshGroup>
    			</UnitMeshGroups>
    			<Button>,Art/Interface/Buttons/Units/GreatEngineer.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,5,10</Button>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<FreePromotions>
    				<FreePromotion>
    					<PromotionType>PROMOTION_MEDIC2</PromotionType>
    					<bFreePromotion>1</bFreePromotion>
    				</FreePromotion>
    			</FreePromotions>
    			<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
    			<iLeaderExperience>20</iLeaderExperience>
    		</UnitInfo>
    
    CivilizationInfo:
    Code:
    <Unit>
    					<UnitClassType>UNITCLASS_GREAT_GENERAL</UnitClassType>
    					<UnitType>UNIT_ROMAN_GREAT_GENERAL</UnitType>
    			</Unit>
    
    

    What I receive as general is the general one:
    Code:
    <UnitInfo>
    			<Class>UNITCLASS_GREAT_GENERAL</Class>
    			<Type>UNIT_GREAT_GENERAL</Type>
    			<UniqueNames>				
    				<UniqueName>Vercingetorix</UniqueName>
    				<UniqueName>Theodoric I the Visigoths</UniqueName>
    				<UniqueName>Attila the Hun</UniqueName>
    				<UniqueName>Harald III Hardrada</UniqueName>
    				<UniqueName>Theodoric I the Great</UniqueName>
    				<UniqueName>Clovis I</UniqueName>
    				<UniqueName>Geiseric the Lame</UniqueName>
    				<UniqueName>Zahir-ud-din Mohammad Babur</UniqueName>
    				<UniqueName>Odoacer</UniqueName>
    			</UniqueNames>
    			<Special>SPECIALUNIT_PEOPLE</Special>
    			<Capture>NONE</Capture>
    			<Combat>NONE</Combat>
    			<Domain>DOMAIN_LAND</Domain>
    			<DefaultUnitAI>UNITAI_GENERAL</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>NONE</SeeInvisible>
    			<Description>TXT_KEY_UNIT_GREAT_GENERAL</Description>
    			<Civilopedia>TXT_KEY_CONCEPT_GREAT_GENERALS_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_UNIT_GREAT_GENERAL_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>0</bMilitaryHappiness>
    			<bMilitarySupport>0</bMilitarySupport>
    			<bMilitaryProduction>0</bMilitaryProduction>
    			<bPillage>0</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>0</bIgnoreBuildingDefense>
    			<bCanMoveImpassable>0</bCanMoveImpassable>
    			<bFlatMovementCost>0</bFlatMovementCost>
    			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqBonuses>0</bPrereqBonuses>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bMechanized>0</bMechanized>
    			<UnitClassUpgrades/>
    			<UnitClassTargets/>
    			<UnitCombatTargets/>
    			<UnitClassDefenders/>
    			<UnitCombatDefenders/>
    			<UnitAIs>
    				<UnitAI>
    					<UnitAIType>UNITAI_GENERAL</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    			</UnitAIs>
    			<NotUnitAIs/>
    			<Builds/>
    			<ReligionSpreads/>
    			<GreatPeoples>
    				<GreatPeople>
    					<GreatPeopleType>SPECIALIST_GREAT_GENERAL</GreatPeopleType>
    					<bGreatPeople>1</bGreatPeople>
    				</GreatPeople>
    			</GreatPeoples>
    			<Buildings/>
    			<ForceBuildings>
    				<ForceBuilding>
    					<BuildingType>BUILDING_MILITARY_ACADEMY</BuildingType>
    					<bForceBuilding>1</bForceBuilding>
    				</ForceBuilding>
    			</ForceBuildings>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			<PrereqBuilding>NONE</PrereqBuilding>
    			<PrereqTech>NONE</PrereqTech>
    			<TechTypes/>
    			<BonusType>NONE</BonusType>
    			<PrereqBonuses/>
    			<ProductionTraits/>
    			<Flavors>
    				<Flavor>
    					<FlavorType>FLAVOR_MILITARY</FlavorType>
    					<iFlavor>1</iFlavor>
    				</Flavor>
    			</Flavors>
    			<iAIWeight>0</iAIWeight>
    			<iCost>-1</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iMoves>2</iMoves>
    			<iAirRange>0</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>0</iCombat>
    			<iAirCombat>0</iAirCombat>
    			<iAirCombatLimit>0</iAirCombatLimit>
    			<iXPValueAttack>0</iXPValueAttack>
    			<iXPValueDefense>0</iXPValueDefense>
    			<iFirstStrikes>0</iFirstStrikes>
    			<iChanceFirstStrikes>0</iChanceFirstStrikes>
    			<iInterceptionProbability>0</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>
    			<iHillsAttack>0</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<TerrainNatives/>
    			<FeatureNatives/>
    			<TerrainDefenses/>
    			<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>1</iGroupSize>
    				<fMaxSpeed>1.25</fMaxSpeed>
    				<iMeleeWaveSize>1</iMeleeWaveSize>
    				<iRangedWaveSize>1</iRangedWaveSize>
    				<UnitMeshGroup>
    					<iRequired>1</iRequired>
    					<EarlyArtDefineTag>ART_DEF_UNIT_BARBAR_AXEMAN</EarlyArtDefineTag>
    					<LateArtDefineTag>ART_DEF_UNIT_WARLORD_MODERN</LateArtDefineTag>
    					<MiddleArtDefineTag>ART_DEF_UNIT_WARLORD_MEDIEVAL</MiddleArtDefineTag>
    				</UnitMeshGroup>
    			</UnitMeshGroups>
    			<Button>,Art/Interface/Buttons/Units/GreatEngineer.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,5,10</Button>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<FreePromotions>
    				<FreePromotion>
    					<PromotionType>PROMOTION_MEDIC2</PromotionType>
    					<bFreePromotion>1</bFreePromotion>
    				</FreePromotion>
    			</FreePromotions>
    			<LeaderPromotion>PROMOTION_LEADER</LeaderPromotion>
    			<iLeaderExperience>20</iLeaderExperience>
    		</UnitInfo>
    
    Why? :sad:
     
  5. Splinter13

    Splinter13 The Learner

    Joined:
    Aug 7, 2006
    Messages:
    204
    Location:
    Canada
    It could be with your Art Define tag :

    Code:
     <EarlyArtDefineTag>ART_DEF_UNIT_ROMAN_GENERAL</EarlyArtDefineTag> 
    Have you changed your Civ4ArtDefines_Unit.xml file?
     
  6. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    Oh yes its there... :|
     
  7. Splinter13

    Splinter13 The Learner

    Joined:
    Aug 7, 2006
    Messages:
    204
    Location:
    Canada
    hehe, glad I could help :D
    :dance:

    Good luck with the rest :)
     
  8. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    :D aehhmm I mean yeah the art file is there. I really don't know why it is still broken. :( I need more feedback from comunity in this case. tough nut this one...

    But thanks though...
     
  9. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    I can't notice any error. But maybe try using txt_key_references instead of direct text. That's the only difference I can notice here - though I would think this should work normally...
    I doubt much it's the artdefines. If anything is wrong with that you normally get crashes and not different models.
     
  10. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    I am wondering if anyone succeeded in making Great Generals in Warlords actually Unique Units for Civilizations....I suppose the General General feature in Warlords by passes the XML in usual sense, otherwise I don't have any explanation for that.
     
  11. NeverMind

    NeverMind Proud to be Russian

    Joined:
    Apr 29, 2005
    Messages:
    618
    Gender:
    Male
    Location:
    Moscow, Russia
    Houman, I did check savegames of my mod and...oops, I was wrong about genearals. I use different name-list for Russian generals, and sometimes it works, but more frequently the game uses names from the main list. Even more strange - sometimes unique russian names used for other civ generals! :confused:

    By the way, other civ-specific GP (Artists, Prophets...) work correct.
     
  12. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    damn, I knew they have screwed it up in SDK. Yeah GPs are working fine because they didn;t touch them. But the code of new generals isn't clean. Maybe we should report this to Firaxis so they can fix it in the next patch.

    In the meanwhile an Idea, what if we gt rid of unique names in XML and use the Python Unique Name generator (which actually makes a difference between the Civs and generate ethnical diverse names according to the civ). In That case at least the names are realistic.

    I wished someone could fix that...
     
  13. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    Damn, I wished you would have reported it. Alexman just told me they weren't aware of that issue and now it's to late for the upcoming patch.

    Now please you SDK wizards out there help fixing this one, please!
     
  14. Houman

    Houman TR Team Leader

    Joined:
    Jan 24, 2002
    Messages:
    1,083
    Ploeperpengel,

    Our Team has solved it. Check out for the user Mexico. He has published this Mod Component for everyone. It is still loads of work to do. Right now we are implementing about 300 unique Great people into the upcoming Warlords Total Realism Mod. ;)
     
  15. Ploeperpengel

    Ploeperpengel academic precarity

    Joined:
    Feb 2, 2006
    Messages:
    4,748
    Location:
    Berlin
    Great! that's good news:) thx for the info. And 300 GPs?!:eek: I take that as proof Lopez isn't the only bot on forum:D Good luck!
     

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