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Thread: Sebidee's Complete Guide to Unit Creation

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  1. #1
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Quote Originally Posted by CountryMan View Post
    I am so close, only thing is my unit is invisible in came and it seems to go to 90 men instead of the 120 I set it at any ideas?
    the invisibility is either an error in units_variants_tables or in a variantmeshdefinition or in unit_variants. You made a typo or some other error and the game either doesn't know where to find the VMD or the text of the VMD is broken.

    The unit size is an easy fix. You see the number in main_units scales with your unit size settings in the game. You have the option of small, medium, large and ultra so obviously that single number won't fit with all of them, it will scale then depending on your settings. You probably have your graphics settings set on large (like me) which means the game will actually scale down the number in main units. 120 becomes 90, 160 becomes 120 etc. If you want your unit to have 120 men then set the number to be 160, check out the vanilla units in the table, you'll see how they are.
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  2. #2

    Default Re: Sebidee's Complete Guide to Unit Creation

    sorry if off-topic but didn't want to spam a new thread and couldn't find anywhere totally apt. to ask. but does anyone know what details are for the naft throwers grenades distance/range and damage. I can change the unit itself but cant find the projectile info for the naft grenades in projectile tables.
    thanks!

  3. #3

    Default Re: Sebidee's Complete Guide to Unit Creation

    Well I finally got a unit in game and I've made a second one, but I am having trouble with the colors. Assembly keeps saying the colors wont be saved.

  4. #4
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Quote Originally Posted by CountryMan View Post
    Well I finally got a unit in game and I've made a second one, but I am having trouble with the colors. Assembly keeps saying the colors wont be saved.
    No, you don't do colours in the variant editor, you do it in PFM with unit_variants_colours.
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  5. #5

    Default Re: Sebidee's Complete Guide to Unit Creation

    Is there some info somewhere as to what the colors apply to? And what the numbers mean? (Sorry for all the questions)

  6. #6
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Quote Originally Posted by CountryMan View Post
    Is there some info somewhere as to what the colors apply to? And what the numbers mean? (Sorry for all the questions)
    The numbers are just how strong the colours red/blue/green are in that particular mix. I find it easiest to use faction_uniforms_tables and take colours from the factions. Alternatively you could open up the colour mixer in something like microsoft paint and then copy the values over.
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  7. #7

    Default Re: Sebidee's Complete Guide to Unit Creation

    Hey Seb will this tutorial work with Attila?

  8. #8
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Quote Originally Posted by gunslinger322321 View Post
    Hey Seb will this tutorial work with Attila?
    There may be a couple of differences but more or less yes. You might want to use it to make a unit in Rome 2 first and then when you are familiar with the process it would be easy to transfer your knowledge over.
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  9. #9

    Default Re: Sebidee's Complete Guide to Unit Creation

    I have been following your advice and made a unit in Rome 2 but the unit card isn't working. I named it what it needs to be to match the unit itself but nothing happens. It keeps showing the the base unit card.

  10. #10
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Quote Originally Posted by gunslinger322321 View Post
    I have been following your advice and made a unit in Rome 2 but the unit card isn't working. I named it what it needs to be to match the unit itself but nothing happens. It keeps showing the the base unit card.
    Is it properly assigned to the unit in unit_variants_tables? Is the structure of the UI ok? Is the unit card itself the same size as the vanilla unit cards?
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  11. #11

    Default Re: Sebidee's Complete Guide to Unit Creation

    I figured out why, I must have moved the icon a bit while trying to figure out GIMP but I corrected it. Thanks again for the help.

  12. #12

    Default Re: Sebidee's Complete Guide to Unit Creation

    In assembly kit what all do I need for and archer unit? I have the bow in slot four. Do I need to add the arrow some where? Want to make a horse archer unit for the greeks.

  13. #13
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Yes, in slot 5.
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  14. #14

    Default Re: Sebidee's Complete Guide to Unit Creation

    Seibdee, this tutorial and template are both amazing for prospective modders. I wanted to see more slinger units in game, but was unable to create a unit myself to fill that gap. Until now, that is. Once I fix the invisible men glitch, I will be good to go.

  15. #15

    Default Re: Sebidee's Complete Guide to Unit Creation

    Actually, with the invisible men spiel, any advice if I have both copied in the text and done the file structure putting in of the variant mesh? I am using greek, briton, and eastern/nomadic parts for him, so that may be the issue.

  16. #16
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Have you made sure to assign the VMD to the unit in unit_variants and variants_tables?
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  17. #17

    Default Re: Sebidee's Complete Guide to Unit Creation

    Thanks. Missed one spot in the unit_variants table, it was still "Template". C'est la vie.

  18. #18

    Default Re: Sebidee's Complete Guide to Unit Creation

    Do you know of a way to set a single cap for multiple units? For example, with a new unit set I'm making, I want there to only be one Roman Emperor's Sword Guard OR one Roman Emperor's Spear Guard at one time, so setting a cap of 1 for each means that the player could recruit one of each, and thus have two emperors at once (I plan to use a Emp skin for their officer).

  19. #19
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    Default Re: Sebidee's Complete Guide to Unit Creation

    No, you can't cap multiple units.
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  20. #20

    Default Re: Sebidee's Complete Guide to Unit Creation

    Thanks. Also, stupid question, but your armored falxmen pack does work, right? I followed the instructions to a T, and my sword guard unit causes it to quit working (I know it's them because it only happens when they're in). Could it be that I gave the men a Pompey head, and the officer an Octavian head?

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