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Thread: Sebidee's Complete Guide to Unit Creation

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  1. #1

    Default Re: Sebidee's Complete Guide to Unit Creation

    Doubtful, but can you assign a unit's upkeep in terms other than gold (in this case, food)? Also, can you overwrite entries in a CA database without needing to include all the data (for this case, can I replace the unit's replacement tree, and swap out base Legionaries with my custom Legionaries without having to include, to name one, Carthaginian Hoplites data?

  2. #2
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Generally you're going to want to limit what you do to things that are possible in vanilla, so no food upkeep. You don't need to include all the data in a table, you only keep what you want and rename the table. This is in the tutorial, go read it!!!
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  3. #3

    Default Re: Sebidee's Complete Guide to Unit Creation

    I mean taking out the option of recruiting vanilla Legionaires, for example. What I am planning is a reform of the Roman legions, and what I want to do is make it so that, at the beginning, they can basically recruit only a Roman hoplite unit, with some form of ranged (no cav). Then, they move on to hastati, principes, triarii, leves, and equites. Next, leves become Velites. After that/finally, Legionaires, Aux cavalry, and some basic Roman ranged with default Aux units. What I want to do is swap out the vanilla set of Hastati, Principes, Triarii, Leves, Equites, Velites, Legionaires, and Aux Cav, with my own versions of those, but I want to know if I can do that without just taking the land_units and main_units tables from data_rome2 and editing what I need to there, and using up all that space.

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

    Not really sure what you're getting at there. You're going to need to use land_units and main_units.
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  5. #5

    Default Re: Sebidee's Complete Guide to Unit Creation

    Yes, but will I need to include the base game's land_units and main_units tables, or can I block it using the renamed tables. I think this may help:
    I want to know if I can disable the vanilla legionaires without having to overwrite the entries for them.

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

    No, if you want to remove a unit from the game then you need to include vanilla tables.
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  7. #7

    Default Re: Sebidee's Complete Guide to Unit Creation

    Thanks. Would have replied sooner, but I had to refresh my computer, and fix it. Where would I go to find out how to swap a grand campaign faction with one from another campaign (Octavian's Rome replacing Rome, Getae replacing Thraike, etc.)

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

    Don't know. Ask about units man!
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  9. #9

    Default Re: Sebidee's Complete Guide to Unit Creation

    Hey, I got my mod working and everything is fine except for the fact that my custom officer unit has no weapon! I can't figure it out, do you have any idea?

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

    Quote Originally Posted by markymark View Post
    Hey, I got my mod working and everything is fine except for the fact that my custom officer unit has no weapon! I can't figure it out, do you have any idea?
    You probably didn't give him the right animation. They have their own one independent from the unit.
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  11. #11

    Default Re: Sebidee's Complete Guide to Unit Creation

    Quote Originally Posted by Sebidee View Post
    You probably didn't give him the right animation. They have their own one independent from the unit.

    That was it thanks! Had the wrong animation to the wrong weapon.

  12. #12

    Default Re: Sebidee's Complete Guide to Unit Creation

    Following your tutorial got all working ok (thanks for that) except variant meshes - my new unit should have at least five different helmets/ skins/ shields but while in game it only shows one. Tried to mess with probability but still no joy. Any ideas?

    SOLVED
    Last edited by Janek; May 15, 2015 at 09:38 AM.

  13. #13

    Default Re: Sebidee's Complete Guide to Unit Creation

    How do you add vanilla shield patterns to units? All my shields show as blank faction colour, and I can't find any tutorials on how to add vanilla patterns to shields.

  14. #14
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Quote Originally Posted by markymark View Post
    How do you add vanilla shield patterns to units? All my shields show as blank faction colour, and I can't find any tutorials on how to add vanilla patterns to shields.
    Vannila patterns and not custom ones? You can add them to the unit in the same way as you add any other item. They are in the variant editor. They don't show up on the unit preveiw but trust me, they are there. You might need to do some trial and error and try to remember what names each of the patterns have.

    Here they are in the variant editor



    That soldier has a Galatian shield with a specific Galatian pattern. It doesn't show up on the preveiw but it will in-game.
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  15. #15

    Default Re: Sebidee's Complete Guide to Unit Creation

    Thanks, I feel a bit silly on how much time I spent trying to figure this out. I must have a mod that is affecting the vanilla patterns because all I get are a bunch of colours, no patterns on the shield. Honestly though I'd have never been able to make my own custom units without your guide, so thanks for the help!

  16. #16

    Default Re: Sebidee's Complete Guide to Unit Creation

    You think you could update the OP to the current version of PFM? I am getting confused on how to go about this, I feel really dumb since you've explained enough a monkey could do it >.<

  17. #17

    Default Re: Sebidee's Complete Guide to Unit Creation

    Spoiler Alert, click show to read: 


    My first step into a larger world! (Thanks for telling me how to make it a spoiler)
    Last edited by Dravkon; May 14, 2015 at 08:44 PM. Reason: Made the image a spoiler

  18. #18

    Default Re: Sebidee's Complete Guide to Unit Creation

    I am sorry but I can't seem to get my meshes in the right area that it needs to go.i have gone through this thread and tried everything. Can someone please point me to the right direction I would be very grateful.

  19. #19

    Default Re: Sebidee's Complete Guide to Unit Creation

    Thanks for this guide Sebidee.
    In your guide to the main_units you wrote, "campaign_cap - Ignore this, there is an easoer way to cap units in this table."
    Could you explain why it's easier to set the cap in campaign_total_cap rather than campaign_cap?. Also I noticed that in your greek_expansion pack you set caps in both fields. Is there a difference in their use? Is one cap for faction while the other is the total for this unit for all factions?

  20. #20
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    Default Re: Sebidee's Complete Guide to Unit Creation

    Quote Originally Posted by hacon View Post
    Thanks for this guide Sebidee.
    In your guide to the main_units you wrote, "campaign_cap - Ignore this, there is an easoer way to cap units in this table."
    Could you explain why it's easier to set the cap in campaign_total_cap rather than campaign_cap?. Also I noticed that in your greek_expansion pack you set caps in both fields. Is there a difference in their use? Is one cap for faction while the other is the total for this unit for all factions?
    I think campaign_cap doesn't work. I'm not 100% sure though that's just what I observed when I some trouble with unit caps. I put the cap in both fields now just to be sure.

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