Hello to anyone reading this, hope I can find some answer after reading dozens of threads on the forum.
First of all thanks to sir Lee S, this guy is a blessing for so many civ 5 players, he provided me dozens of answers to the questions I had, and even to some I did not even think about through all the threads on the forum while he was answering to other people's issues.
In short I would like to use existing UA and UU from other civs, I could edit the UA and add some for Spain in
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\DLC_02\Gameplay\XML\CIV5TRAITS-DLC-02
I just added a few extra UA under the existing ones and It worked ( nothing apears in civilopedia or select screen, but the effects apply in game ):
<GameData>
<!-- Table data -->
<Traits>
<Row>
<Type>TRAIT_SEVEN_CITIES</Type>
<Description>TXT_KEY_TRAIT_SEVEN_CITIES</Description>
<ShortDescription>TXT_KEY_TRAIT_SEVEN_CITIES_SHORT</ShortDescription>
<NaturalWonderFirstFinderGold>500</NaturalWonderFirstFinderGold>
<NaturalWonderSubsequentFinderGold>100</NaturalWonderSubsequentFinderGold>
<NaturalWonderYieldModifier>100</NaturalWonderYieldModifier>
<NaturalWonderHappinessModifier>100</NaturalWonderHappinessModifier>
<WonderProductionModifier>20</WonderProductionModifier>
<FreeSocialPoliciesPerEra>1</FreeSocialPoliciesPerEra>
<BonusReligiousBelief>true</BonusReligiousBelief>
</Row>
Now my issue comes with unique units like longbowmen, cho ku nu, camel archers, impis, and pathfinders, I would like to unlock 1 or 2 of them depending on the civ I play.
Spain's updated UU are not in Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\DLC_02\Gameplay\XML\CIV5Units_DLC_02 (both Tercio and Conquistador only have 18 combat strength there, which are not the right values, but 26 and 20 respectively).
I found their unique units in 2 other folders with the correct values:
Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion\DLC\DLC_02\Gameplay\XML\CIV5Units_DLC_02
Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\DLC\DLC_02\Gameplay\XML\CIV5Units_DLC_02
The 2 files located in expansion 1 and 2 contain the proper combat values for Spain's unique units, and when I add unitclassoverride for pathfinder It doesn't work ( no change happens, still have basic scout ).
I read many threads talking about using <Update> but I don't know exactly how and where using It if this can solve my issue, I tried with adding this in unitclassoverrides in each of the 3 Spain's Civilization files separately ( not all 3 at the same time, was afraid to push the experiment further without any additive knowledge) :
<Row>
<CivilizationType>CIVILIZATION_SPAIN</CivilizationType>
<UnitClassType>UNITCLASS_SCOUT</UnitClassType>
<UnitType>UNIT_SHOSHONE_PATHFINDER</UnitType>
</Row>
In each case It just doesn't change anything in game.
I am wondering what goes wrong now:
- did I make a mistake in the override?
- is It the wrong file location?
- do I need to implement the change in all 3 Spain Civilization files? And do the <insert> <abort> about some of Spain's info in expansion mess with that?
- is the pathfinder considered not a scout because he has higher combat strength, upgrades into composite bowman and costs more than a scout to produce?
- do I need to add the pathfinder in Spain's units file? If yes, do I need to implement all the UNITAI info as well?
- do I need to rename him SPANISH-PATHFINDER?
- all above + even more???
- can I apply the traits changes for civs that are located in expansion with traits from civs located in expansion 2, since expansion is anterior?
- If I want camel archers as Spain or any other civ with UU for knights already existing, how should I process?
I saw that unique buildings could also be unlocked, but since I can't make spanish pathfinders, I won't go further without knowing how to do It properly.
Thanks in advance, below is just the context of how I came to edit XML files and can be skipped.
After playing for a few hundreds hours ( OK, over 1000 I admit ), and beating deity multiple times fair and square with different civs, I wanted to have some fun and mix UU from other civilizations with IGE, but the best I could do was just creating let's say a cho ku nu and delete my crossbowman when built ( or pathfinder when scout built, but It is already problematic cuz they don't have the same production cost, and every time I open the IGE console, It is a strange feeling, and to be honest It is much longer to load a return to menu and roll a new map when going through mods).
That's how I looked for how to edit the existing civilizations in a different way, and spent many hours on civfanatics.
( I know It is not recommended to edit XML files for some reasons, but I have a backup file of the original if anything goes wrong, and I delete the modifications ).
First of all thanks to sir Lee S, this guy is a blessing for so many civ 5 players, he provided me dozens of answers to the questions I had, and even to some I did not even think about through all the threads on the forum while he was answering to other people's issues.
In short I would like to use existing UA and UU from other civs, I could edit the UA and add some for Spain in
C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\DLC_02\Gameplay\XML\CIV5TRAITS-DLC-02
I just added a few extra UA under the existing ones and It worked ( nothing apears in civilopedia or select screen, but the effects apply in game ):
Spoiler :
<GameData>
<!-- Table data -->
<Traits>
<Row>
<Type>TRAIT_SEVEN_CITIES</Type>
<Description>TXT_KEY_TRAIT_SEVEN_CITIES</Description>
<ShortDescription>TXT_KEY_TRAIT_SEVEN_CITIES_SHORT</ShortDescription>
<NaturalWonderFirstFinderGold>500</NaturalWonderFirstFinderGold>
<NaturalWonderSubsequentFinderGold>100</NaturalWonderSubsequentFinderGold>
<NaturalWonderYieldModifier>100</NaturalWonderYieldModifier>
<NaturalWonderHappinessModifier>100</NaturalWonderHappinessModifier>
<WonderProductionModifier>20</WonderProductionModifier>
<FreeSocialPoliciesPerEra>1</FreeSocialPoliciesPerEra>
<BonusReligiousBelief>true</BonusReligiousBelief>
</Row>
Now my issue comes with unique units like longbowmen, cho ku nu, camel archers, impis, and pathfinders, I would like to unlock 1 or 2 of them depending on the civ I play.
Spain's updated UU are not in Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\DLC_02\Gameplay\XML\CIV5Units_DLC_02 (both Tercio and Conquistador only have 18 combat strength there, which are not the right values, but 26 and 20 respectively).
I found their unique units in 2 other folders with the correct values:
Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion\DLC\DLC_02\Gameplay\XML\CIV5Units_DLC_02
Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\DLC\DLC_02\Gameplay\XML\CIV5Units_DLC_02
The 2 files located in expansion 1 and 2 contain the proper combat values for Spain's unique units, and when I add unitclassoverride for pathfinder It doesn't work ( no change happens, still have basic scout ).
I read many threads talking about using <Update> but I don't know exactly how and where using It if this can solve my issue, I tried with adding this in unitclassoverrides in each of the 3 Spain's Civilization files separately ( not all 3 at the same time, was afraid to push the experiment further without any additive knowledge) :
Spoiler :
<Row>
<CivilizationType>CIVILIZATION_SPAIN</CivilizationType>
<UnitClassType>UNITCLASS_SCOUT</UnitClassType>
<UnitType>UNIT_SHOSHONE_PATHFINDER</UnitType>
</Row>
In each case It just doesn't change anything in game.
I am wondering what goes wrong now:
- did I make a mistake in the override?
- is It the wrong file location?
- do I need to implement the change in all 3 Spain Civilization files? And do the <insert> <abort> about some of Spain's info in expansion mess with that?
- is the pathfinder considered not a scout because he has higher combat strength, upgrades into composite bowman and costs more than a scout to produce?
- do I need to add the pathfinder in Spain's units file? If yes, do I need to implement all the UNITAI info as well?
- do I need to rename him SPANISH-PATHFINDER?
- all above + even more???
- can I apply the traits changes for civs that are located in expansion with traits from civs located in expansion 2, since expansion is anterior?
- If I want camel archers as Spain or any other civ with UU for knights already existing, how should I process?
I saw that unique buildings could also be unlocked, but since I can't make spanish pathfinders, I won't go further without knowing how to do It properly.
Thanks in advance, below is just the context of how I came to edit XML files and can be skipped.
Spoiler :
After playing for a few hundreds hours ( OK, over 1000 I admit ), and beating deity multiple times fair and square with different civs, I wanted to have some fun and mix UU from other civilizations with IGE, but the best I could do was just creating let's say a cho ku nu and delete my crossbowman when built ( or pathfinder when scout built, but It is already problematic cuz they don't have the same production cost, and every time I open the IGE console, It is a strange feeling, and to be honest It is much longer to load a return to menu and roll a new map when going through mods).
That's how I looked for how to edit the existing civilizations in a different way, and spent many hours on civfanatics.
( I know It is not recommended to edit XML files for some reasons, but I have a backup file of the original if anything goes wrong, and I delete the modifications ).