Unit requests thread

I'd like to add an earlier antiaircraft artillery ground unit than the SAM Infantry and was looking for models and found a few but none were animated and were kind of unsatisfying. So I'm hoping one of the fine graphics artists here would either do a new model with animations or tied to existing animations or will take one of the existing models and add animation to it.
 
I think there was a WW2 flack in one of the sceanrios that came with BTS (Or maybe even Warlords)
 
I would like an Avenger SAM which is mounted on a Humvee. I keep asking but nobody ever seems to do it even though there are Humvees out there. I can't create models myself otherwise I would have done it... Please somebody create this unit, please?
 
Do we have a PBR or Swift Boat from vietnam era yet ? I know there is none in the database, but maybe some mod pack has it...
 
How about a chemical engineer who throws beakers at people .... or a lawyer who hits people with the constitution
 
There are Disgrunted angry citizens by Garret somewhere.
 
How does this look like ? I guess a somewhat old uniform like the cavalryman or the rifleman could be good enought
 
How does this look like ? I guess a somewhat old uniform like the cavalryman or the rifleman could be good enought
here is a picture of a cadet:
wp-parade.jpg

that one isnt very good i will try and find a better one.
 
sorry for that but i did not find an answer anywhere in the forum so far. Once I have the unit graphics, where do I install them? do they work if I add them to a mod? (I would like to put some different unit graphics into Rise of Mankind mod since there are really better unit graphics somewhere else...)

tx for helping
 
sorry for that but i did not find an answer anywhere in the forum so far. Once I have the unit graphics, where do I install them? do they work if I add them to a mod? (I would like to put some different unit graphics into Rise of Mankind mod since there are really better unit graphics somewhere else...)

You will need to do some xml editing in order to make them available. White Rabbit wrote a good tutorial. Sovarn made another tutorial for this.

That and taking a look at some examples (i.e. mods) was the way I figured out what to do. I then wrote my own guideline for my personal use after I figured that stuff out, so I could look it up again (as in BtS things are slightly different / simpler, the 'old way' still works though).

So, if you use BtS, give this one a try

Spoiler :
Code:
XML/Art/CIV4ArtDefines_Unit.xml

Create a new UnitArtInfo block, based on the default type of its unit,
unless this is the unique version of the unit, in that case use its
version instead (to check which unit is a unique unit, look them up
in CIV4CivilizationInfos.xml).
Change the Type, NIF, KFM and SHADERNIF blocks within the copy.

                <UnitArtInfo>
->                      <Type>ART_DEF_UNIT_SWORDSMAN_GERMAN</Type>
                        <Button>,Art/Interface/Buttons/Units/Swordsman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,5</Button>
                        <fScale>0.44</fScale>
                        <fInterfaceScale>1.0</fInterfaceScale>
                        <bActAsLand>0</bActAsLand>
                        <bActAsAir>0</bActAsAir>
->                        <NIF>Art/Units/Swordsman_German/LightSwordsman.nif</NIF>
->                        <KFM>Art/Units/Swordsman_German/LightSwordsman.kfm</KFM>
->                        <SHADERNIF>Art/Units/Swordsman_German/LightSwordsman_FX.nif</SHADERNIF>
                        <ShadowDef>
                                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                                <fShadowScale>1.0</fShadowScale>
                        </ShadowDef>
                        <fBattleDistance>0.35</fBattleDistance>
                        <fRangedDeathTime>0.31</fRangedDeathTime>
                        <bActAsRanged>0</bActAsRanged>
                        <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
                        <AudioRunSounds>
                                <AudioRunTypeLoop/>
                                <AudioRunTypeEnd/>
                        </AudioRunSounds>
                </UnitArtInfo>

XML/Units/CIV4UnitInfos.xml

If you add a new type of unit and not just a different graphical representation,
you need to create a new UnitInfo block, based on the default type of its unit
class (or the unique unit type if it is the unique unit of the civilization you
add it to).
Change the EarlyArtDefineTag blocks - and the Type block if it is NOT the
unique unit.

If you only want to change the graphics of a unit but not its stats, this file
does not need to be changed at all.

                <UnitInfo>
                        <Class>UNITCLASS_SWORDSMAN</Class>
->                        <Type>UNIT_SWORDSMAN_GERMAN</Type>
                        <UniqueNames/>
                        <Special>NONE</Special>
                        <Capture>NONE</Capture>
                        <Combat>UNITCOMBAT_MELEE</Combat>
                        <Domain>DOMAIN_LAND</Domain>
                        <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
                        <Invisible>NONE</Invisible>
                        <SeeInvisible>NONE</SeeInvisible>
                        <Description>TXT_KEY_UNIT_SWORDSMAN</Description>
                        <Civilopedia>TXT_KEY_UNIT_SWORDSMAN_PEDIA</Civilopedia>
                        <Strategy>TXT_KEY_UNIT_SWORDSMAN_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>0</bIgnoreBuildingDefense>
                        <bCanMoveImpassable>0</bCanMoveImpassable>
                        <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
                        <bFlatMovementCost>0</bFlatMovementCost>
                        <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
                        <bNukeImmune>0</bNukeImmune>
                        <bPrereqBonuses>0</bPrereqBonuses>
                        <bPrereqReligion>0</bPrereqReligion>
                        <bMechanized>0</bMechanized>
                        <bSuicide>0</bSuicide>
                        <bHiddenNationality>0</bHiddenNationality>
                        <bAlwaysHostile>0</bAlwaysHostile>
                        <UnitClassUpgrades>
                                <UnitClassUpgrade>
                                        <UnitClassUpgradeType>UNITCLASS_MACEMAN</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_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>NONE</ReligionType>
                        <StateReligion>NONE</StateReligion>
                        <PrereqReligion>NONE</PrereqReligion>
                        <PrereqCorporation>NONE</PrereqCorporation>
                        <PrereqBuilding>NONE</PrereqBuilding>
                        <PrereqTech>TECH_IRON_WORKING</PrereqTech>
                        <TechTypes/>
                        <BonusType>BONUS_IRON</BonusType>
                        <PrereqBonuses/>
                        <ProductionTraits/>
                        <Flavors/>
                        <iAIWeight>0</iAIWeight>
                        <iCost>40</iCost>
                        <iHurryCostModifier>0</iHurryCostModifier>
                        <iAdvancedStartCost>100</iAdvancedStartCost>
                        <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
                        <iMinAreaSize>-1</iMinAreaSize>
                        <iMoves>1</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>6</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>10</iCityAttack>
                        <iCityDefense>0</iCityDefense>
                        <iAnimalCombat>0</iAnimalCombat>
                        <iHillsAttack>0</iHillsAttack>
                        <iHillsDefense>0</iHillsDefense>
                        <TerrainNatives/>
                        <FeatureNatives/>
                        <TerrainAttacks/>
                        <TerrainDefenses/>
                        <FeatureAttacks/>
                        <FeatureDefenses/>
                        <UnitClassAttackMods/>
                        <UnitClassDefenseMods/>
                        <UnitCombatMods/>
                        <UnitCombatCollateralImmunes/>
                        <DomainMods/>
                        <BonusProductionModifiers/>
                        <iBombRate>0</iBombRate>
                        <iBombardRate>0</iBombardRate>
                        <SpecialCargo>NONE</SpecialCargo>
                        <DomainCargo>NONE</DomainCargo>
                        <iCargo>0</iCargo>
                        <iConscription>0</iConscription>
                        <iCultureGarrison>5</iCultureGarrison>
                        <iExtraCost>0</iExtraCost>
                        <iAsset>2</iAsset>
                        <iPower>3</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_SWORDSMAN_GERMAN</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>

XML/Civilizations/CIV4UnitArtStyleTypeInfos.xml

Create a new UnitArtStyleTypeInfo block, based on the block which is used by the civilization
you want to add the units to. You can look up the type in CIV4CivilizationInfos.xml (see below,
as you will have to change it, after having created your new style type).

For each unit you set up a UnitArtInfo (in CIV4ArtDefines_Unit.xml), you need to either change
the existing StyleUnit block (if there is one) or add a new one (always for new units).
Leave all unit styles for which you did not create new art unchanged (i.e. do not remove them).

Make sure the unit you add is not a unique unit for the civ you want to add it to, the info is
stored in CIV4CivilizationInfos.xml. If it is, use the name of the unique unit instead of the
generic one.


                                <StyleUnit>
-> ?                                    <UnitType>UNIT_SWORDSMAN</UnitType>
                                        <UnitMeshGroup>
->                                                <EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_GERMAN</EarlyArtDefineTag>
->                                                <LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_GERMAN</LateArtDefineTag>
->                                                <MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_GERMAN</MiddleArtDefineTag>
                                        </UnitMeshGroup>
                                </StyleUnit>


XML/Civilizations/CIV4CivilizationInfos.xml

In the appropriate civilization (CIVILIZATION_*), enter the appropriate new art style.

                <CivilizationInfo>
                        <Type>CIVILIZATION_GERMANY</Type>
                        <Description>TXT_KEY_CIV_GERMANY_DESC</Description>
                        <ShortDescription>TXT_KEY_CIV_GERMANY_SHORT_DESC</ShortDescription>
                        <Adjective>TXT_KEY_CIV_GERMANY_ADJECTIVE</Adjective>
                        <Civilopedia>TXT_KEY_CIV_GERMANY_PEDIA</Civilopedia>
                        <DefaultPlayerColor>PLAYERCOLOR_GRAY</DefaultPlayerColor>
                        <ArtDefineTag>ART_DEF_CIVILIZATION_GERMANY</ArtDefineTag>
                        <ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
->                        <UnitArtStyleType>UNIT_ARTSTYLE_GERMAN</UnitArtStyleType>
                        <bPlayable>1</bPlayable>
                        <bAIPlayable>1</bAIPlayable>
                        <Cities>
                        .
                        .
                        .
 
thanks Emperor!

really appreciate your patience in helping an humble end-user:worship::worship::worship:

i will surely give it a try (and write again in case something goes wrong;);)...)

Cheers
nem
 
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