Hey, got a problem whit units not morphing to there selcted profession
Example, Colonist -> Longbow = Colonist whit longbow stats.
However i manage to make the preacher get the templar knight and hospitaller knight art....
Here is the code i made for all units thats dont have a speciallity.
And here is what i replaced in the game:
Cant seem to find whats wrong, there simply not morphing to what i want them to do.
ALSO.
I would like to lock out the professions that is not avalible to them.
Colonist should have all professions exept, Templar Knight, Hospitaller Knight and Crusader Longbow (These are restricted to men of the church) and also the profession of Knight, wich is restricted to nobles (statesmen)
Ive noticed there is no way to "equip" a unit to become a cannon, sience this has "military production" activated. Sience im not looking to have a production like in Civ 4 were a warrior just magicaly apears when there is noone else in the village, i want this to show, you need a unit to create a soldier. so i cant lock the professions by makeing them "production" units.
Example, Colonist -> Longbow = Colonist whit longbow stats.
However i manage to make the preacher get the templar knight and hospitaller knight art....
Here is the code i made for all units thats dont have a speciallity.
Code:
<UnitMeshGroups>
<ProfessionType>PROFESSION_PIKEMAN</ProfessionType>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_KNIGHT</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<UnitMeshGroups>
<ProfessionType>PROFESSION_LONGBOW</ProfessionType>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_LONGBOW</ArtDefineTag>
</UnitMeshGroup>
And here is what i replaced in the game:
Code:
<UnitMeshGroups>
<ProfessionType>PROFESSION_SCOUT</ProfessionType>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_PROFESSION_UNIT_SCOUT</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<UnitMeshGroups>
<ProfessionType>PROFESSION_SOLDIER</ProfessionType>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_PROFESSION_SOLDIER</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<UnitMeshGroups>
<ProfessionType>PROFESSION_DRAGOON</ProfessionType>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_PROFESSION_DRAGOON</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
Cant seem to find whats wrong, there simply not morphing to what i want them to do.
ALSO.
I would like to lock out the professions that is not avalible to them.
Colonist should have all professions exept, Templar Knight, Hospitaller Knight and Crusader Longbow (These are restricted to men of the church) and also the profession of Knight, wich is restricted to nobles (statesmen)
Ive noticed there is no way to "equip" a unit to become a cannon, sience this has "military production" activated. Sience im not looking to have a production like in Civ 4 were a warrior just magicaly apears when there is noone else in the village, i want this to show, you need a unit to create a soldier. so i cant lock the professions by makeing them "production" units.