type Dwarven Warriors (this is a unit ID, if you will, like when you use the create_unit cheat, this is the name you type inside quotations)
dictionary Dwarven_Warriors ; Dwarven Warriors (this pertains to the file where you edit the description of a unit and the name that shows up in game, once you open that file, it'll be self explanatory, you'll know what to change, the file is in data/text/export_units, moreover, anything after ';' in this file, not the export_units one, is just a comment, the game doesn't 'read' it.
category infantry
class heavy
voice_type Heavy
banner faction main_infantry
banner holy crusade
soldier dwarven_warriors, 48, 0, 1.25 (this here pertains to the main model, the SHAPE of the unit, and corresponding textures, it is another ID, this time one which you'll find in the file data/unit_models/'battle_models' to match, it is there that entries are written for each of these kinds of IDs, telling the game where in the folders to look for the model of the unit, and where to find the textures attached to the unit as well as the animation of that unit( I will explain battle_models later) for that specific ID....the next number is the number of men for the unit in the smallest unit size game settings for the game, if you place it at huge settings in the game, that 48 gets multiplied into the ...what was it, 122? soldiers you see, forgot, but that's for unit sizes, next number are extras, like dogs or something if the unit has any, think horses too, and the next number is collision mass
officer dwarf_captain_early_flag
officer dwarf_captain
mount_effect horse -1, camel -1, elephant -4
attributes sea_faring, hide_forest, very_hardy, can_withdraw, free_upkeep_unit
formation 1.2, 1.2, 2.4, 2.4, 4, square, shield_wall (I forgot the order but...those numbers are spacing between individual soldeirs: front, back, left, right, for the units if you ever feel like messing with it, test out which is which)
stat_health 1, 2
stat_pri 7, 3, no, 0, 0, melee, melee_blade, slashing, axe, 45, 1 (I'm giving you more than what you asked caused I get the feeling you may want to change some extra stuff to suit your preferences, first number is the attack dmg, second the bonus to the attack when charging, actually you can see a description of everything I'm talking about at the top of the export_descr_unit file lol
stat_pri_attr ap
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 9, 6, 5, metal ; dwarven lamellar ; defense 3 + 1 + 1 + 1
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, -2, 2, 1
stat_mental 15, disciplined, highly_trained
stat_charge_dist 6
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 880, 260, 75, 600, 800, 4, 150
armour_ug_levels 2, 3, 5
armour_ug_models dwarven_warriors, dwarven_warriors_upg, iron_warriors_upg (well anyways, so I said the top one where it says 'soldier' and then the ID, pertains to the default look, over here on armor_ug_levels, it tells you the IDs this unit uses for it's various armor upgrades. The first is the same as the the ID for 'soldier' up there, you just repeat it, idk what happens if the id for soldier is different to the first id from the armor upgrade models, but it doesn't seem to cause problems cause I noticed some units in the vanilla version having the same, different IDs, so I wonder what wil happen.....But w.e, the second ID is for the first armor upgrade(bronze shield), the third ID is for the second armor upgrade(silver shield)
Above this you can see armour_ug_levels, those numbers basically say which blacksmith building level is necessary for the armor upgrades(I'm not entirely certain about the very first, the '2', but w.e, it basically says, that for the second ID(bronze) you need a blacksmith level building 3(the number 3 I guess in the building tree), and it says you need to wait till you build the level 5 one in order to get the other upgrade for this unit, other units are different, for example, iron_guard, I made it 4, as well as others, basically the more elite units you unlock later after specific barracks are built, come with the upgraded look already as I decided for the mod, or it takes level 4 smithy not 5, to upgrade them to the look(like axemen of erebor)...for balance reasons if you will, considering the number of armor points it gives every time you upgrade, and how early in game you get dwarven warriors, I decided to not make it too early and easy to get that second(silver) upgrade.
But basically, you need to keep it constant, if you have 4 armor upgrade model IDs written down, then you gotta write 4 numbers in total for the armor upgrade levels pertaining to the smithy levels, since they gotta have a building or something attached to them in order to be allowed to upgrade them.....and yes, you're not restricted to follow a linear pattern like 2, 3, 4, 5....you can skip, 2, 5, or 3, 5, or 2, 4, 5, and you can repeat, 2, 2, 2, or 2, 3, 3, or 2, 4, 5, 5 if you want to say that you want to be able to use the same smithy building for all the upgrades, or w.e you have in mind.
So what to do: If you want to make the look(LOOK not stats, since depending on what you do what from what I'm about to say, you'll have less armor points or the same in total at the end, than if you leave things alone). This is what to do, you can:
1. Change the order of the IDs, erase 'dwarven_warriors_upg, to leave iron_warriors_upg as the second upgrade(make sure that the spaces are correct, no double spaces, and that the commas are there), and then....remove the number 5 on top since we don't have a 3rd upgrade look anymore, and that will mean, when you reach smithy level building 3 for the first bronze shield upgrade, the game will use the model corresponding to that upgrade, and in this case, like in all cases, the very first upgrade(bronze) will use whatever is the second ID in the
armour_ug_models line, which right now would be the iron_warriors_upg one, which has the look you are looking for.
2. You can replace dwarven_warriors_upg with iron_warriors_upg, so you have them double, you have it copied twice, and leave the armour_ug_levels line alone, that means, you can upgrade 2 times like before, and tell the game to use the same model and textures for both upgrades, looks wise, it will be the same, stats wise, you got a second upgrade to the armor, which i think adds 2 points of armor every time you upgrade, even if the game's UI says 1 point.
ownership moors, milan
era 0 moors, milan
era 1 moors, milan
era 2 moors, milan
recruit_priority_offset 0
If you want me to give you a tutorial on how the battle_models file works then tell me.
Anyways, I was gonna release a patch2 for the mod you know eventually, for versions 1, 2, and 3 , cause I was gonna change the look of the second upgrade of dwarven warriors to a mix of leather armor with the brown shield and iron helmet and sword/axe upgrades, to give it a better sense of progression. But if you want you can just do what I said just now