Viking-esque Civ

I am currently making the "Summon Karve" spell but I am not quite sure how I can make it only available to Fraelim units. Do I need to make a unique promotion for them?
 
Battering ram would be best to look at there.

Also, when making spells I tend to start by copying SPELL_DUMMY, as that has ALL fields. Then I cut it down to size, removing what I'm not using. Units are the same, except you search for TEST rather than DUMMY. :goodjob:

You'd probably want either <UnitPrereq> or <UnitClassPrereq>.

Edit: Unless Fraelem is the civ, in which case you want <CivilizationPrereq>
 
Well, that depends on which units you would want to use it with. If all, then just set it so it requires the Civ Fraelim. If some but more than only one, then you will certainly need a promotion. If one, just use the PrereqUnit tag.

If you're using a promotion, you may want to set it as an EffectProm, so it won't be displayed in the unit window when you hover or select a unit.

(I must say that the Editor is a really handy tool in Orbis :p)
 
<UnitInfo> <!-- Karve -->
<Class>UNITCLASS_FRIGATE</Class>
<Type>UNIT_KARVE</Type>
<Combat>UNITCOMBAT_NAVAL</Combat>
<Domain>DOMAIN_SEA</Domain>
<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
<Description>TXT_KEY_UNIT_KARVE</Description>
<Civilopedia>TXT_KEY_UNIT_KARVE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_KARVE_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bMechanized>1</bMechanized>
<bRenderBelowWater>1</bRenderBelowWater>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<iCost>225</iCost>
<iMinAreaSize>20</iMinAreaSize>
<iMoves>5</iMoves>
<iAirRange>1</iAirRange>
<iCombat>3</iCombat>
<iAirCombat>3</iAirCombat>
<iAirCombatLimit>50</iAirCombatLimit>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iAsset>10</iAsset>
<iPower>3</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>2.25</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_FRIGATE</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_NORMAL_CREW</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<iTier>1</iTier>
</UnitInfo>

That is the entry for the Karve, I had to do a lot of editing and I highly doubt that it is correct. I am sorry it isn't in a spoiler box (I need to figure out how to do them). For the spell I edited the Summon Frostling spell, will that work as well?

Thank you
 
I just switched the edited Frostling spell to the Battering Ram one, I was very stupid for not going for the Ram entry from the beginning.

Thank you all
 
Thanks Val, I suppose now is the time to do the thing I've been worried about. The creation of the "Einherjar" spell set which will only be usable by warriors, axemen, and champions of 5th level or better. The plan is that it will morph them into a Host of the Einherjar (axemen and champions get upgraded versions). I realize that because each unit will get access to a different spell I will need to create 3 spells and make use of the PrereqUnits tag.
 
Code:
              <SpellInfo>			<!-- Share Body -->
			<Type>SPELL_SHARE_BODY</Type>
			<Description>TXT_KEY_SPELL_SHARE_BODY</Description>
			<Civilopedia>TXT_KEY_SPELL_SHARE_BODY_PEDIA</Civilopedia>
			<UnitClassPrereq>UNITCLASS_ERYAS</UnitClassPrereq>
			<bAllowAI>1</bAllowAI>
			<bInCityOnly>1</bInCityOnly>
			<bHasCasted>1</bHasCasted>
			<ConvertUnitType>UNIT_EINHERJAR</ConvertUnitType>
			<iCost>60</iCost>
			<Effect>EFFECT_SPELL1</Effect>
			<Sound>AS3D_SPELL_DROWN</Sound>
			<Button>Art/Interface/Buttons/Units/Drown.dds</Button>
		</SpellInfo> [CODE]

That is the first tier of the morph spells, the others are identical except that the unitclassrequisites are different and the conversions are different. Any problems with the code?

Thanks again to all

EDIT: I think I may have messed up the code tag...
 
Code:
              <SpellInfo>			<!-- Share Body -->
			<Type>SPELL_SHARE_BODY</Type>
			<Description>TXT_KEY_SPELL_SHARE_BODY</Description>
			<Civilopedia>TXT_KEY_SPELL_SHARE_BODY_PEDIA</Civilopedia>
			<UnitClassPrereq>UNITCLASS_ERYAS</UnitClassPrereq>
			<bAllowAI>1</bAllowAI>
			<bInCityOnly>1</bInCityOnly>
			<bHasCasted>1</bHasCasted>
			<ConvertUnitType>UNIT_EINHERJAR</ConvertUnitType>
			<iCost>60</iCost>
			<Effect>EFFECT_SPELL1</Effect>
			<Sound>AS3D_SPELL_DROWN</Sound>
			<Button>Art/Interface/Buttons/Units/Drown.dds</Button>
		</SpellInfo>

That is the first tier of the morph spells, the others are identical except that the unitclassrequisites are different and the conversions are different. Any problems with the code?

Thanks again to all

EDIT: I think I may have messed up the code tag...

tada......
 
Oh...and now I feel stupid :P Thank you though, though my pride may be injured at least my code will be less space consuming
 
I've started off today's work by adding in the Shield Wall building (replaces the palisade). My idea is to either give it some resistance to bombardment or to simply give it a greater fortification bonus. I don't want to make it give anything like a promotion for fear of it being too powerful too early. My question right now is how to edit the code so that it gains resistance to bombardment, or failing that, how to increase the fortification bonus?

Thanks again to everyone who has, is, or will help :D
 
I've started off today's work by adding in the Shield Wall building (replaces the palisade). My idea is to either give it some resistance to bombardment or to simply give it a greater fortification bonus. I don't want to make it give anything like a promotion for fear of it being too powerful too early. My question right now is how to edit the code so that it gains resistance to bombardment, or failing that, how to increase the fortification bonus?

Thanks again to everyone who has, is, or will help :D

<iBombardDefense> is what you need to look at. <iDefense> is the tag for changing the building's defense bonus. A tag with "i" in it's name means Integer, so <iDefense>10</iDefense> means the building has +10 to defense.
 
Note about that Share Body spell: It will cost 60 gold to cast. I'm not sure if you wanted that or if it was left over from the Drown spell. If you don't want it, delete the <iCost> field.
 
Surprised that I missed that little line of code :(
Thank you, I set the bombard defense to 25 and the defense to 15 (I'm going to hope that those aren't OMGWTFBBQ ridiculous)
I just remembered that I need to make a hero so I made the entry (edited Donal) so that it would have Spirit 2, Commando, Spirit Guide, and Hero (naturally). He is available at Iron Working and has 1 movement as well as a strength of 10. I realize that he seems a bit vanilla but if a good twist for him hits me then I will act on it but until then I need to come up with something interesting for my longbowman UU

And here comes another thank you! (this one is more specifically aimed at Deadliver)

EDIT: Nice catch Onion, I'll make sure to change that, thank you
EDIT2: I'll give the longbowman a hawk variant! Success!
 
Well, here is the Civ code. As far as I know it is complete, the units have been given their special traits, the leader has been made, the buildings are ready...I still need to get all of the art done (and the world spell but I can't think of anything beyond a global experience boost). Anyway, here it is (and thanks to all who have made getting even to here possible)

Code:
		<CivilizationInfo>		<!-- Fraelim -->
			<Type>CIVILIZATION_FRAELIM</Type>
			<Description>TXT_KEY_CIV_FRAELIM_DESC</Description>
			<ShortDescription>TXT_KEY_CIV_FRAELIM_SHORT_DESC</ShortDescription>
			<Adjective>TXT_KEY_CIV_FRAELIM_ADJECTIVE</Adjective>
			<Civilopedia>TXT_KEY_CIV_FRAELIM_PEDIA</Civilopedia>
			<DefaultPlayerColor>PLAYERCOLOR_FRAELIM</DefaultPlayerColor>
			<ArtDefineTag>ART_DEF_CIVILIZATION_FRAELIM</ArtDefineTag>
			<ArtStyleType>ARTSTYLE_WILDERNESS</ArtStyleType>
			<UnitArtStyleType>UNIT_ARTSTYLE_DOVIELLO</UnitArtStyleType>
			<bPlayable>1</bPlayable>
			<bAIPlayable>1</bAIPlayable>
			<Cities>
				<City>TXT_KEY_CITY_FRAELIM_1</City>
				<City>TXT_KEY_CITY_FRAELIM_2</City>
				<City>TXT_KEY_CITY_FRAELIM_3</City>
				<City>TXT_KEY_CITY_FRAELIM_4</City>
				<City>TXT_KEY_CITY_FRAELIM_5</City>
				<City>TXT_KEY_CITY_FRAELIM_6</City>
				<City>TXT_KEY_CITY_FRAELIM_7</City>
				<City>TXT_KEY_CITY_FRAELIM_8</City>
				<City>TXT_KEY_CITY_FRAELIM_9</City>
				<City>TXT_KEY_CITY_FRAELIM_10</City>
				<City>TXT_KEY_CITY_FRAELIM_11</City>
				<City>TXT_KEY_CITY_FRAELIM_12</City>
				<City>TXT_KEY_CITY_FRAELIM_13</City>
				<City>TXT_KEY_CITY_FRAELIM_14</City>
				<City>TXT_KEY_CITY_FRAELIM_15</City>
				<City>TXT_KEY_CITY_FRAELIM_16</City>
				<City>TXT_KEY_CITY_FRAELIM_17</City>
				<City>TXT_KEY_CITY_FRAELIM_18</City>
				<City>TXT_KEY_CITY_FRAELIM_19</City>
				<City>TXT_KEY_CITY_FRAELIM_20</City>
				<City>TXT_KEY_CITY_FRAELIM_21</City>
			</Cities>
			<Buildings>
				<Building>
					<BuildingClassType>BUILDINGCLASS_CIV_BUILDING1</BuildingClassType>
					<BuildingType>BUILDING_TOMB_OF_THE_EINHERJAR</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_PALISADE</BuildingClassType>
					<BuildingType>BUILDING_SHIELD_WALL</BuildingType>
				</Building>
				<Building>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<BuildingType>BUILDING_PALACE_FRAELIM</BuildingType>
				</Building>
			</Buildings>
			<Units>
				<Unit>
					<UnitClassType>UNITCLASS_RELYT</UnitClassType>
					<UnitType>UNIT_RELYT</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
					<UnitType>UNIT_SACUL</UnitType>
				</Unit>
				<Unit>
					<UnitClassType>UNITCLASS_LONGBOWMAN</UnitClassType>
					<UnitType>UNIT_BOWLANDER</UnitType>
				</Unit>				
				<Unit>
					<UnitClassType>UNITCLASS_ARCHER</UnitClassType>
					<UnitType>UNIT_BOWMAN</UnitType>
				</Unit>				
				<Unit>
					<UnitClassType>UNITCLASS_MARKSMAN</UnitClassType>
					<UnitType>UNIT_NAMWOB</UnitType>
				</Unit>				
				<Unit>
					<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
					<UnitType>UNIT_ERYAS</UnitType>
				</Unit>				
				<Unit>
					<UnitClassType>UNITCLASS_IMMORTAL</UnitClassType>
					<UnitType>UNIT_IZNAD</UnitType>
				</Unit>				
				<Unit>
					<UnitClassType>UNITCLASS_CHAMPION</UnitClassType>
					<UnitType>UNIT_SENOJ</UnitType>
				</Unit>				
				<Unit>
					<UnitClassType>UNITCLASS_HAWK</UnitClassType>
					<UnitType>UNIT_RAVEN</UnitType>
				</Unit>				
				<Unit>
					<UnitClassType>UNITCLASS_BERSERKER</UnitClassType>
					<UnitType>UNIT_AIHPOS</UnitType>
				</Unit>
			</Units>
			<FreeUnitClasses>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
				<FreeUnitClass>
					<UnitClassType>UNITCLASS_SCOUT</UnitClassType>
					<iFreeUnits>1</iFreeUnits>
				</FreeUnitClass>
			</FreeUnitClasses>
			<FreeBuildingClasses>
				<FreeBuildingClass>
					<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
					<bFreeBuildingClass>1</bFreeBuildingClass>
				</FreeBuildingClass>
			</FreeBuildingClasses>
			<FreeTechs>
				<FreeTech>
					<TechType>TECH_EXPLORATION</TechType>
					<bFreeTech>1</bFreeTech>
				</FreeTech>
			</FreeTechs>
			<DisableTechs>
			</DisableTechs>
			<InitialCivics>
					<CivicType>CIVIC_DESPOTISM</CivicType>
					<CivicType>CIVIC_RELIGION</CivicType>
					<CivicType>CIVIC_TRIBALISM</CivicType>
					<CivicType>CIVIC_DECENTRALIZATION</CivicType>
					<CivicType>CIVIC_NO_MEMBERSHIP</CivicType>
			</InitialCivics>
			<AnarchyCivics>
					<CivicType>CIVIC_DESPOTISM</CivicType>
					<CivicType>CIVIC_RELIGION</CivicType>
					<CivicType>CIVIC_TRIBALISM</CivicType>
					<CivicType>CIVIC_DECENTRALIZATION</CivicType>
					<CivicType>CIVIC_NO_MEMBERSHIP</CivicType>
			</AnarchyCivics>
			<Leaders>
				<Leader>
					<LeaderName>LEADER_NHOJ</LeaderName>
					<bLeaderAvailability>1</bLeaderAvailability>
				</Leader>
			</Leaders>
			<DerivativeCiv>NONE</DerivativeCiv>
			<CivilizationSelectionSound>AS3D_ROME_SELECT</CivilizationSelectionSound>
			<CivilizationActionSound>AS3D_ROME_ORDER</CivilizationActionSound>
			<bGraphicalOnly>0</bGraphicalOnly>
			<CivTrait>TRAIT_GUARDSMAN</CivTrait>
			<DefaultRace>NONE</DefaultRace>
			<Hero>UNIT_RELYT</Hero>
			<MaintainFeatures>
			</MaintainFeatures>
		</CivilizationInfo>


EDIT: You sir, are a sage!
 
I don't know what you think of uncoloured pictures, but could this picture be used (if you can get the artist's, Ganbat Badamkhand, permission of course)?
 
I don't know what you think of uncoloured pictures, but could this picture be used (if you can get the artist's, Ganbat Badamkhand, permission of course)?

That is perfect, any way I can contact him (e-mail or something)?

Now assuming that memory serves me correctly, I need to now make some skins for the troops and get all the art done as the code is more or less finished. I do still need to come up with a world spell but I have absolutely no ideas that are halfway decent (please post ideas). I suppose that now comes the really tough part. How exactly do I make skins for units?

EDIT: Sorry, forget the thank you! Thank you to all!
 
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