Right now this is a placeholder, I just finished working it out so I will write the proper tutorial tomorrow. I am posting this now so that anyone desperately stuck trying to figure it out can make use of my notes as well as my test mod, as a reference.
What follows is a list of useful tables in the DB, and a brief summary of what they do. This table is not 100% complete, but covers probably 95% of what might be needed for a unit.
db\armed_citizenry_unit_groups_tables\ << Add the unit here to allow it to be used in garrisons.
db\armed_citizenry_units_to_unit_groups_junctions_tables\ << Points the Unit Group in armed_citizenry_unit_groups_tables to the actual unit.
db\building_level_armed_citizenry_junctions_tables\ << What buildings provide the troop as a garrison.
db\building_units_allowed_tables\ << What buildings allow the recruitment of this unit. You must include all the tiers at which it's available, not just the first.
db\cdir_military_generator_unit_qualities_tables\ << Tells the game what type the unit is, and how good it is as an abstract value.
db\faction_rebellion_units_junctions_tables\ << What factions can have this unit in rebellion armies.
db\land_units_tables\ << Many of the core unit infos live here, including animations, weapons, audio, armour type, model and descriptions. Together with main_units_tables, this is the most important table.
db\loading_screen_quotes_tables\ << If you want to add the unit to the loading screen quotes, this is where you supply the link to the accompanying image.
db\loading_screen_quotes_to_units_tables\ << this links the unit to the above quote table.
db\main_units_tables\ << Includes most of the Campaign/UI info for the unit, such as what porthole camera to use, the cost to recruit, the upkeep etc. Together with land_units_tables, this is the most important table.
db\melee_weapons_tables\ << Here you define the actual effects of a new melee weapon. Note that this is _NOT_ to do with the cosmetics, which are unrelated to this table.
db\missile_weapons_tables\ << Here you define a custom ranged weapon, and link it to it's projectile. This is important! 90% of the missile weapon is actually the projectile.
db\projectiles_tables\ << This is where you define the effects of your custom ranged weapon defined in missile_weapons_tables.
db\ui_unit_bullet_point_unit_overrides_tables\ << Here you link your unit to predefined bullet points. Note that these don't add any effects, and it's purely a UI element.
db\unit_description_short_texts_tables\ << Here you point to your "short text", as defined in db\unit_description_short_texts.loc & .txt. I'm not sure how localisations work, it seems impossible to have two at once.
db\unit_set_to_unit_junctions_tables\ << This table tells the game some basic information about what kind of unit you have, and how it relates to other effects. Kinda like tagging your unit with some flags for the game.
db\unit_variants_tables\ << This table sets up the unit model variant, and the unit card.
db\units_custom_battle_permissions_tables\ << Which factions are able to use your unit in a custom battle.
db\units_to_groupings_military_permissions_tables\ << What factions can use this unit in the campaign game.
db\variants_tables\ defines a variant in terms of it's variantmesh and it's lowlod variantmesh. Also seems to include a scale factor.
variantmeshes\variantmeshdefinitions\***.variantmeshdefinition << Any mesh combo you want to use, especially important if you want to do a weapon edit.
Below is a link for my WIP Empire State Troop Bowmen unit module. I provide it for use as a template when trying to figure out your own units.
Empire Bowmen


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