Trying to Mod RTW UE by adding units...

LoneTraveller

Warlord
Joined
Apr 30, 2008
Messages
283
Location
Montreal, Quebec
Hi,

I have been trying to add the panzer 3 and panther to RTW Ultimate edition. I have followed the guides of Sovarn and Rabbit, White and I can see the units in the cilivilopedia but I cannot build them with the Germans.


This is what I added for the panzer 3 in CIV4UnitInfos.xml :

Spoiler :
<UnitInfo>
<Class>UNITCLASS_WW2_TANK</Class>
<Type>UNIT_WW2_PANZER3_GER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_ARMOR</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_WW2_PANZER3_GER</Description>
<Civilopedia>TXT_KEY_UNIT_TANK_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_WW2_TANK_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</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>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_WW2_MODERN_TANK</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</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_WW2_BUILD21</PrereqBuilding>
<PrereqTech>TECH_WW2_TECH02</PrereqTech>
<TechTypes/>
<BonusType>BONUS_OIL</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>450</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>4</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/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>18</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>60</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>5</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>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<iUnitCombatMod>15</iUnitCombatMod>
</UnitCombatMod>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<iUnitCombatMod>10</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>12</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>25</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WW2_PANZER3_GER</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>
<FreePromotion>
<PromotionType>PROMOTION_DRILL1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>


This is the portion for the panther in CIV4UnitInfos.xml :

Spoiler :
<UnitInfo>
<Class>UNITCLASS_WW2_TANK</Class>
<Type>UNIT_WW2_PANTHER_GER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_ARMOR</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_WW2_PANTHER_GER</Description>
<Civilopedia>TXT_KEY_UNIT_TANK_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_WW2_TANK_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</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>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_WW2_MODERN_TANK</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</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_WW2_BUILD21</PrereqBuilding>
<PrereqTech>TECH_WW2_TECH22</PrereqTech>
<TechTypes/>
<BonusType>BONUS_OIL</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>450</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>4</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/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>22</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>60</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>5</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>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<iUnitCombatMod>15</iUnitCombatMod>
</UnitCombatMod>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<iUnitCombatMod>10</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>12</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>25</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WW2_PANTHER_GER</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>
<FreePromotion>
<PromotionType>PROMOTION_DRILL1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>


This is the section of the panzer 3 in CIV4ArtDefines_Unit.xml :

Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_WW2_PANZER3_GER</Type>
<Button>Art/Interface/Buttons/Units/panzer_iii.dds</Button>
<fScale>0.48</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/UnitsNew/PzKpfwIII/Panzer_III.nif</NIF>
<KFM>Art/UnitsNew/PzKpfwIII/Panzer_III.kfm</KFM>
<SHADERNIF>Art/UnitsNew/PzKpfwIII/Panzer_III.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
</UnitArtInfo>


This is the section for the panther in CIV4ArtDefinies_Unit.xml :

Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_WW2_PANTHER_GER</Type>
<Button>Art/Interface/Buttons/Units/pantherskin1.dds</Button>
<fScale>0.48</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/UnitsNew/Panther/panzer.nif</NIF>
<KFM></KFM>
<SHADERNIF>Art/UnitsNew/Panther/panzer_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
</UnitArtInfo>


This is a section for unitclass for both tanks in the CIV4UnitClassInfos.xml :

Spoiler :
<UnitClassInfo>
<Type>UNITCLASS_WW2_TANK</Type>
<Description>TXT_KEY_UNIT_WW2_TANK</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_WW2_TANK</DefaultUnit>
</UnitClassInfo>


This is where I assign both tanks to be for germany (look for the string "UNITCLASS_WW2_TANK") in CIV4CivilizationInfos.xml :

Spoiler :
<CivilizationInfo>
<Type>CIVILIZATION_WW2_GERMANY</Type>
<Description>TXT_KEY_CIV_WW2_GERMANY_DESC</Description>
<ShortDescription>TXT_KEY_CIV_WW2_GERMANY_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_WW2_GERMANY_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_WW2_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_GRAY</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_WW2_GERMANY</ArtDefineTag>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>
<Cities>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY1</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY2</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY3</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY4</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY5</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY6</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY7</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY8</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY9</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY10</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY11</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY12</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY13</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY14</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY15</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY16</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY17</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY18</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY19</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY20</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY21</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY22</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY23</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY24</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY25</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY26</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY27</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY28</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY29</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY30</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY31</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY32</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY33</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY34</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY35</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY36</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY37</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY38</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY39</City>
<City>TXT_KEY_CITY_NAME_WW2_GERMANY40</City>
</Cities>
<Buildings/>
<Units>
<Unit>
<UnitClassType>UNITCLASS_WW2_WAFFENSS</UnitClassType>
<UnitType>UNIT_WW2_WAFFENSS</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_EARLY_INFANTRY</UnitClassType>
<UnitType>UNIT_WW2_INF0_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_IMPROVED_INFANTRY</UnitClassType>
<UnitType>UNIT_WW2_INF1_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_ADVANCED_INFANTRY</UnitClassType>
<UnitType>UNIT_WW2_INF2_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_TANK</UnitClassType>
<UnitType>UNIT_WW2_TAN0_GER</UnitType>
<UnitType>UNIT_WW2_PANZER3_GER</UnitType>
<UnitType>UNIT_WW2_PANTHER_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_LIGHT_TANK</UnitClassType>
<UnitType>UNIT_WW2_TAN1_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_HEAVY_TANK</UnitClassType>
<UnitType>UNIT_WW2_TAN2_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_FIGHTER</UnitClassType>
<UnitType>UNIT_WW2_FIG0_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_IMPROVED_FIGHTER</UnitClassType>
<UnitType>UNIT_WW2_FIG1_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_JET_FIGHTER</UnitClassType>
<UnitType>UNIT_WW2_FIG2_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_BOMBER</UnitClassType>
<UnitType>UNIT_WW2_BOM0_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_IMPROVED_BOMBER</UnitClassType>
<UnitType>UNIT_WW2_BOM1_GER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WW2_JET_BOMBER</UnitClassType>
<UnitType>UNIT_WW2_BOM2_GER</UnitType>
</Unit>
</Units>
<FreeUnitClasses>
<FreeUnitClass>
<UnitClassType>UNITCLASS_WW2_EARLY_INFANTRY</UnitClassType>
<iFreeUnits>1</iFreeUnits>
</FreeUnitClass>
<FreeUnitClass>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<iFreeUnits>1</iFreeUnits>
</FreeUnitClass>
<FreeUnitClass>
<UnitClassType>UNITCLASS_WORKER</UnitClassType>
<iFreeUnits>1</iFreeUnits>
</FreeUnitClass>
</FreeUnitClasses>
<FreeBuildingClasses>
<FreeBuildingClass>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<bFreeBuildingClass>1</bFreeBuildingClass>
</FreeBuildingClass>
</FreeBuildingClasses>
<FreeTechs>
<FreeTech>
<TechType>TECH_WW2_INITIAL0</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
<FreeTech>
<TechType>TECH_WW2_INITIAL1</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<DisableTechs/>
<InitialCivics>
<CivicType>CIVIC_FASCISM</CivicType>
<CivicType>CIVIC_POLICESTATE</CivicType>
<CivicType>CIVIC_SKILLED</CivicType>
<CivicType>CIVIC_REGULATED</CivicType>
<CivicType>CIVIC_US_USSR_INDUSTRY5</CivicType>
</InitialCivics>
<Leaders>
<Leader>
<LeaderName>LEADER_WW2_GERMANY</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
<Leader>
<LeaderName>LEADER_WW2_GERMANY2</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
<DerivativeCiv>NONE</DerivativeCiv>
<CivilizationSelectionSound>AS3D_GERMANY_SELECT</CivilizationSelectionSound>
<CivilizationActionSound>AS3D_GERMANY_ORDER</CivilizationActionSound>
</CivilizationInfo>


I have not posted the CIV4UnitArtStyleTypeInfos.xml file cause it contains no entry in it.

I have pictures of units when they are selected in the Civilopedia but they are both in disco pink :

Panzer 3 :

http://i602.photobucket.com/albums/tt103/LoneTraveller1980/Civ4ScreenShot0001.jpg


Panther :

http://i602.photobucket.com/albums/tt103/LoneTraveller1980/Civ4ScreenShot0000.jpg

Any help in figuring out the problem is appreciated

Thank you
 
Usually if someone is in pink, the art is missing. The model is there, so you know the Nif file is correct.
I would check to make sure the skin (dds file), is in the same directory.

It looks to me, that that is the case. It seems that you have the Skin for the unit, in the Button directory. as you are using it as the button.

If you move that file into the directory with the model, the model should look correct. However you are going to have to make/move a button to be used as such.
 
<Unit>
<UnitClassType>UNITCLASS_WW2_TANK</UnitClassType>
<UnitType>UNIT_WW2_TAN0_GER</UnitType>
<UnitType>UNIT_WW2_PANZER3_GER</UnitType>
<UnitType>UNIT_WW2_PANTHER_GER</UnitType>
</Unit>
This section is wrong.
A Civ can only have 1 UU per regular unit. You casn't overwrite the standard tank with 3 new tanks, only with 1 new tank.
 
Usually if someone is in pink, the art is missing. The model is there, so you know the Nif file is correct.
I would check to make sure the skin (dds file), is in the same directory.

It looks to me, that that is the case. It seems that you have the Skin for the unit, in the Button directory. as you are using it as the button.

If you move that file into the directory with the model, the model should look correct. However you are going to have to make/move a button to be used as such.

I have tried what you said and model is now great looking ! Thanks
I have tried copying 2 buttons files (.dds located in the Assets/Art/Interface/buttons/Units path), renaming it and modifying the button tag in CIV4ArtDefines_Unit.xml but I still get a pink icon in place of it.
 
Well, he theroretically can have 3 UU tanks for 1 class, they just have to each have their own entry.

I have tried entering each type of tank in its own :

<Unit>
<UnitClassType>UNITCLASS_WW2_TANK</UnitClassType>
<UnitType>UNIT_WW2_PANTHER_GER</UnitType>
</Unit>

and only the panzer 2 (default) tank shows up as being available for build.

Additionally, I have commented out the entry for panzer 2 and leaving only the entry for the panzer 3 and only the panzer 2 (default) tank shows up as being available for build.

Any ideas ?
 
you can have 3 UU tanks for 1 class as Edgecrusher said, and also like he said each will need its own entry... (in unitinfos.xml)

you will also need to make sure they are all defined as UU's in the civilizationinfos.xml

honestly if your doing something like panzer 1 >> panzer 2 >> panzer 3

you should probably have 3 unitclasses, 1 for each. If you don't they may/may not upgrade properly or be available for build.

its hard to tell you exactly what to do without seeing your files, so if your really lost just zip up your xml files and I or someone else will fix it for you.
 
well I think I found the problem but I'm not sure cause I can't test it. I guess I could have seen it in what you already posted, but hadn't thoroughly trolled though it all.

in the CIV4CivilizationInfos.XML there is a discrepancy that catches my eye

Code:
<Unit>
		<UnitClassType>UNITCLASS_WW2_TANK</UnitClassType>
		<UnitType>UNIT_WW2_TAN0_GER</UnitType>
		<UnitType>UNIT_WW2_PANZER3_GER</UnitType>
		<UnitType>UNIT_WW2_PANTHER_GER</UnitType>
</Unit>

I've never seen any modder do this, it may be the source of your problem. So make it;

Code:
                               <Unit>
					<UnitClassType>UNITCLASS_WW2_TANK</UnitClassType>
					<UnitType>UNIT_WW2_TAN0_GER</UnitType>					
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_WW2_TANK</UnitClassType>
					<UnitType><UnitType>UNIT_WW2_PANZER3_GER</UnitType></UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_WW2_TANK</UnitClassType>
					<UnitType>UNIT_WW2_PANTHER_GER</UnitType>
				</Unit>

if that doesn't do it then maybe we're wrong about having any number of UU's per unit class per Civ. I know you can have multiple UU's per unitclass so long as they're for different civs.
 
I made a mistake and did that with a China UU. The Cho-Nu-Ku was removed from game and the Qin Longword replaced the Crossbow for china, so i'm sure it won't work. You'll need 3 tanks to replace.
 
It seems you both were correct. It only works when I comment out all but one unit per class.

Now I'm having another problem. I'm working on a unit that would be created by only the cities that have the Facist civic. So I copied and edited an infantry unit from UnitInfos.xml edited it and created a new class for it plus the art, etc. It works in the game :)

Problem is that I have is whether I give access to this unit or not to Germany/Italy in the civilizationInfos.xml both can still build it :confused: I need to work around this problem and have only the civs that are explicitly allowed to have this unit.

Heres the code for it in the UnitInfos.xml :

Spoiler :
<UnitInfo>
<Class>UNITCLASS_WW2_WAFFENSS</Class>
<Type>UNIT_WW2_WAFFENSS</Type>
<UniqueNames>
<UniqueName>Leibstandarte Adolf Hitler</UniqueName>
<UniqueName>Das Reich</UniqueName>
<UniqueName>Totenkopf</UniqueName>
<UniqueName>Polizei-Panzergrenadierdivision</UniqueName>
<UniqueName>Wiking</UniqueName>
<UniqueName>Nord</UniqueName>
<UniqueName>Prinz Eugen</UniqueName>
<UniqueName>Florian Geyer</UniqueName>
<UniqueName>Hohenstauffen</UniqueName>
<UniqueName>Frundsberg</UniqueName>
<UniqueName>Nordland</UniqueName>
<UniqueName>Hitler Jugend</UniqueName>
<UniqueName>Handchar</UniqueName>
<UniqueName>Reichfuhrer SS</UniqueName>
<UniqueName>Gotz von Berlichingen</UniqueName>
<UniqueName>Horst Wessel</UniqueName>
<UniqueName>Skanderberg</UniqueName>
<UniqueName>Maria Theresa</UniqueName>
<UniqueName>British Free Corps</UniqueName>
<UniqueName>Indische Freiwilligenkorps</UniqueName>
<UniqueName>Serbisches SS-Freiwilligenkorps</UniqueName>
<UniqueName>Kaukasischer Waffenverband der SS</UniqueName>
<UniqueName>1st Kosaken-Kavalleriedivision der SS</UniqueName>
<UniqueName>2nd Kosaken-Kavalleriedivision der SS</UniqueName>
<UniqueName>Norwegisches SS-Ski-Jager Bataillon</UniqueName>
</UniqueNames>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_GUN</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_CITY_DEFENSE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_WW2_WAFFENSS</Description>
<Civilopedia>TXT_KEY_UNIT_WAFFENSS_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_WW2_WAFFENSS_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>1</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</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>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_RESERVE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>RELIGION_WW2_FASCISM</ReligionType>
<StateReligion>RELIGION_WW2_FASCISM</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_WW2_TECH00</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>300</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/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>15</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</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>10</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<iUnitCombatMod>25</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>6</iConscription>
<iCultureGarrison>10</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>16</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WW2_WAFFENSS</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>


I'm rather sure it as to do with the lines :

<ReligionType>RELIGION_WW2_FASCISM</ReligionType>
<StateReligion>RELIGION_WW2_FASCISM</StateReligion>

For the sake of thoroughness here is the part in the UnitClassInfos.xml :

Spoiler :
<UnitClassInfo>
<Type>UNITCLASS_WW2_WAFFENSS</Type>
<Description>TXT_KEY_UNIT_WW2_WAFFENSS</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<iInstanceCostModifier>0</iInstanceCostModifier>
<DefaultUnit>UNIT_WW2_WAFFENSS</DefaultUnit>
</UnitClassInfo>


Thank you for your time
 
It works !

Thanks.

Now I seem to be having another problem...

When I finish building a panzer 3 unit the game locks up when I try to move it. Any Ideas ?

Heres the portion about the unit from ArtDefines_Unit.xml :

Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_WW2_PANZER3_GER</Type>
<Button>Art/Interface/Buttons/Units/tank05.dds</Button>
<fScale>0.48</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/UnitsNew/PzKpfwIII/Panzer_III.nif</NIF>
<KFM>Art/UnitsNew/PzKpfwIII/Panzer_III.kfm</KFM>
<SHADERNIF>Art/UnitsNew/PzKpfwIII/Panzer_III.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>1.0</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
</UnitArtInfo>


Here is the portion from UnitInfos.xml relating to panzer3 :

Spoiler :
<UnitInfo>
<Class>UNITCLASS_WW2_TANK</Class>
<Type>UNIT_WW2_PANZER3_GER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_ARMOR</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_WW2_PANZER3_GER</Description>
<Civilopedia>TXT_KEY_UNIT_TANK_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_WW2_TANK_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</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>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_WW2_MODERN_TANK</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</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_WW2_BUILD21</PrereqBuilding>
<PrereqTech>TECH_WW2_TECH02</PrereqTech>
<TechTypes/>
<BonusType>BONUS_OIL</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>450</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>4</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/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>18</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>60</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>5</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>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_SIEGE</UnitCombatType>
<iUnitCombatMod>15</iUnitCombatMod>
</UnitCombatMod>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
<iUnitCombatMod>10</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>12</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>25</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_WW2_PANZER3_GER</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>
<FreePromotion>
<PromotionType>PROMOTION_DRILL1</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>






Also, I have tried implementing Chugginator's graphics for a waffen SS unit (The file can be downloaded from here : http://forums.civfanatics.com/downloads.php?do=file&id=5991 ) but the model looks stiff like this :

Civ4ScreenShot0000-1.jpg


Civ4ScreenShot0001-1.jpg


When I try to move the unit, it stays in that shape and just glides on the screen. I honestly don't know what to put in for a kfm file.

Here's the portion about it from the ArtDefines_Unit.xml :

Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_WW2_WAFFENSS</Type>
<Button>Art/Interface/Buttons/Units/WaffenSS_button.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/UnitsNew/WaffenSS/WaffenSS.nif</NIF>
<KFM></KFM>
<SHADERNIF>Art/UnitsNew/WaffenSS/WaffenSS.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.9</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.05</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>


Thanks for your time
 
Thanks for the help Edgecrusher I have a fluently mobile unit now :)


Regarding the Panzer, is there an animation in the spot that you are defining?

I'm not sure I understand "spot" that I'm defining. I use all the files that came with the modded unit. Except for this line :

<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>

Except for the button, NIF, ShaderNif and KFM tags the rest is copied straight from another tank unit definition.
 
By the "spot", he means is there an animation where the directory is pointed towards, is the kfm in the location where the artdefine is pointing?

kfm= animation.
 
I'm trying to add a custom promotion but I want only a few types of rifleman and tank units to have the ability to upgrade to them. Is this possible ?

Ex: the promotion I'm designing would be called "fanaticism". it would give the owing unit a strength growth of 30% but also a kamikaze percentage of 30 (well values along those lines). I only want my above Waffen SS unit and a future communist "Commissar" or "Chekist" unit to be able to upgrade to them. There is the possibility of this promotion to be applied to certain type of armor units like SS-Panzer/Grenadier Divisions.

Oh yes...before i forget. I haven't found a clear tutorial how to (in the case of RTW) add custom corporations. My idea would be to give "Standard Ethanol" to the Germans, rename it IG Farben and base it in Frankfurt. The bonus from this corporation would be that it allows the construction of a building called "Synthetic Oil Plant" that would allow the city access to oil (if it doesn't).

Thank you for your time
 
I'm trying to add a custom promotion but I want only a few types of rifleman and tank units to have the ability to upgrade to them. Is this possible ?

I found a way. I made a promotion at the end of the promotions' tree and made a requirement for the maximum amount of promotions from strength (1 above combat 6). Then I gave that custom promo to the selected unit.
 
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