Unit Infos

strategyonly

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Does anyone know where to look and find each meaning of the words in this file (Civ4UnitInfos), ie: as an example only, i need all of them: <bNoBadGoodies>0</bNoBadGoodies>
<bNoBadGoodies>1</bNoBadGoodies>

I am trying to have the scout/explorer not show up in the tech tree and you cant buy them in the Civs either, and then have it replaced by a hunter. So i need to find out what these codes and words mean, ok thx.
 
the only way that I know of (if the info isn't someplace like the Tutorials section or on the wiki) is to do a search in the Python, XML and SDK for "bNoBadGoodies" to see how it's defined and what it's used for.

A lot of them are pretty straight forward. For example, bNoBadGoodies is what gives the scouts/explorers their ability to always get good things from goody huts (never trigger barbs).

Another way to get a feeling for what the flags do is to compare the various units. For example, if you wanted to figure out which flag let you make a unit into a national unit, compare a non-national unit (say an archer) with a national unit (spy) and see where they differ. Obviously, there'll be more that's different between those two, but by taking two units that you know well, it makes it easy to see what flags make them how they are.
 
OK found the codes: but still need this help, PLS!!

I am trying to have the scout/explorer not show up in the tech tree and you cant buy them in the Civs either, and then have it replaced by a hunter.

I dont want the ones in RED to show up.
 
For some of the new Warlords tags that were never actually used in games, I'd set them to work on a Warrior or something and then go read the Civilopedia... granted, not all the tags will do this, but many of the new ones that left me scratching my head did.

I would imagine in your case, however, that you're going to have to use some python to set canTrain to false for these two units... I don't believe there is a tag that will let you do this.
 
by all means, share with your brethren :)
 
If you wanted to replace a unit simply change the stats and Artdefine to the new content and change some strings piece of cake. You can also give a unit a cost of -1 which will make it impossible to build by normal means (Great People are like this), but they would still apear in the Civilopedia and hut pops. If you want a unit totaly and utterly out of the game you should probably just delete it whole XML element and all references to it, scouts and exploreres are probably referenced in several files ware their listed as starting units and as rewards for goodyhuts.
 
Actually it was way easier than that, all i had to do was change two words from ____ ____ to NONE, and poof they were gone from the tech tree and the CIV's were not in the available units lists also.
 
I'm going to guess he edited the UnitClassInfos.xml and set the default unit type for the Scout to his new unit and gave the Scout a <UnitClassType> of NONE on the UnitInfos.xml as that would probably cause all the Python Screens to skip the unit and all the SDK code to bypass it as well.
 
It was elementary my dear Watson
 
But you have to make sure that when you do this, that you change ALL the upgrades, to make sure they do not reflect the unit your taking out of the tech tree, otherwise they will show up again, as soon as one unit upgrades, , this is what happend to me, dont know if this is true in all cases??
 
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