UnitArtDefines not overwriting

vivomancer

Chieftain
Joined
Oct 27, 2014
Messages
2
Like many others, I've decided to start modding with BE.

I've been using http://kael.civfanatics.net/files/ModdersGuide.pdf to get started.

My first goal was to add a new alien type to the game. My changes to Aliens.lua and CivBEUnits.xml are showing up in game but my new unit is showing what I assume is the default unitmodel when one isn't specified.

I made 2 new files in my art directory, with the same file names as the two ArtDefines files for units and unit members. I copied the entire contents of the original files into mine and made a copy of one of the normal alien's values and altered the counts and sizes like in the guide and the TYPE to be the same as the one in the Units.xml

I set the mod properties to reload the unit system and I tried both setting the vps upload to true and to false and have still have the default models. I've made sure to save and build and load a new instance of BE every time I tried new changes.

Any suggestions?
 
I see this post is old but I figured out how to add the artDefines for a new unit the other day. It requires adding the artdefines through SQL. Anyone interested I can post the code for my drone using the Lev_Destroyer as a template. I then was able to change the scale of the drone (really just a lev destroyer) to something .01 through XML.
 
To be clear: you can use XML if you want, but the structure would be rather different from the civbeartdefines_*.xml files.

Also, the method of adding the file to the mod has changed since Kael wrote that guide. Firaxis, thank goodness, made it modular. Use these as templates, and simply add your changes using OnModActivated > UpdateDatabase, rather than editing the entire file, adding your entries to the end, and adding the whole thing to your mod.

SQL is nice since you can copy the contents of an existing art define, making changes to only specific entries, rather than having to specify each and every entry. However, it amounts to much the same thing (especially if you use whoward69's XML templates linked above).

NB: You'll also need to check the Reload Unit System checkbox in the mod properties for it to work.
 
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