Issues creating a custom race

Hello everyone:

I am have a few issues creating a custom race. I used the following race editor: https://forums.elementalgame.com/433305/page/1/ to get started on the race and created an Empire faction that can train Henchmen, however I tested the race and when I got the technology to create and train Henchmen the option in the unit creator was not there. I did however get access to the shield man Henchmen but the Bard and Cook were not listed as units that could be created. I could create them by Editing the Shieldman. What am I missing to have Henchmen as an option in the unit creator?

10,877 views 12 replies
Reply #1 Top

Not sure, but if you're using LH that utility might not be 100% compatible.

Reply #2 Top

Henchmen are tied directly to the Altarian race. You will have to go in and copy the units and techs associated with henchmen and change the copies to require your new race. Also what abob101 said.

Reply #3 Top

Well I have the Henchmen issue appears to be resolved, however for some reason my troops can not equip shields for some reason. I have the Axe master race trait, does that prevent your troops from equiping shields?

Reply #4 Top

Yithril can field troops with sword and shield so it's probably not Axe Mastery causing the problem.

Reply #5 Top

Could I be missing something in the generic models that could be preventing them from equipping shields?

Here is what I have:

Code: xml
  1. <UnitType InternalName="Generic_Ancients_Male">
  2.         <DisplayName>Altarian Peon</DisplayName>
  3.         <Description>A peasant with a stick.</Description>
  4.         <RaceType>Race_Type_Ancients</RaceType>
  5.         <CanBeDesigned>0</CanBeDesigned>
  6.         <Gender>Male</Gender>
  7.         <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
  8.         <IsSovereign>0</IsSovereign>
  9.         <LevelMilestone InternalName="L1">
  10.             <Level>1</Level>
  11.             <UnitStat_ArmorProficiency>2</UnitStat_ArmorProficiency>
  12.         </LevelMilestone>
  13.         <SelectedAbilityBonusOption>Blood_Ancients</SelectedAbilityBonusOption>
  14.         <Equipment>Club</Equipment>
  15.         <Equipment>K_Male_Head_01</Equipment>
  16.         <Equipment>Sovereign_Warrior_Hair</Equipment>
  17.         <Equipment>Sovereign_Warrior_Shirt_Crappy_ID2</Equipment>
  18.         <Backstory>"I seek no mercenaries; the Silver Swordsmen and their ilk are unwelcome in the ranks of my army. What I seek are heroes - those who wish to make bettering this world their life's adventure!" These words - uttered at the nadir of the Nobles Revolt, when the armies of Procipinee surrounded Relias and his companions at the foot of Mount Essa - remain the rallying cry for all Altar's soldiers. This is an army of adventurers - many of whom are famous in their own right for the quests they have completed - an army that will sometimes dare the impossible and often achieve it.</Backstory>
  19.         <AnimationPack>SoldierAnimationPack</AnimationPack>
  20.         <BattleAnimationBehavior>Melee</BattleAnimationBehavior>
  21.         <ClothMapScale>1.6</ClothMapScale>
  22.         <ClothPoseIndex>1</ClothPoseIndex>
  23.         <CutSceneDataPack>DefaultUnitCutscenePack</CutSceneDataPack>
  24.         <EyeTexture>gfx\Eyes\blinks\eyeblink_m2_brwn.png</EyeTexture>
  25.         <InfoCardBackground>BG_KingdomRugged</InfoCardBackground>
  26.         <ModelPath>Gfx\HKB\Units\K_Male_Mesh_01.hkb</ModelPath>
  27.         <ModelScale>1</ModelScale>
  28.         <MovingSFX>TEMP_KnightMarching1</MovingSFX>
  29.         <OnHitParticleName>Bloody_OnHit</OnHitParticleName>
  30.         <SkeletonPath>Gfx\HKB\Units\K_Male_Skeleton_01.hkb</SkeletonPath>
  31.         <SoundPack>SoundPack_Generic_Male</SoundPack>
  32.         <TacticalModelScale>1.5</TacticalModelScale>
  33.         <Texture_Skin>F_Male_Weathered_Texture_01.png</Texture_Skin>
  34.         <UnitModelType>AncientsMale</UnitModelType>
  35.     </UnitType>
  36.     <UnitType InternalName="Generic_Ancients_Female">
  37.         <DisplayName>Altarian Peon</DisplayName>
  38.         <Description>A peasant with a stick.</Description>
  39.         <RaceType>Race_Type_Ancients</RaceType>
  40.         <CanBeDesigned>0</CanBeDesigned>
  41.         <Gender>Female</Gender>
  42.         <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
  43.         <IsSovereign>0</IsSovereign>
  44.         <LevelMilestone InternalName="L1">
  45.             <Level>1</Level>
  46.             <UnitStat_ArmorProficiency>2</UnitStat_ArmorProficiency>
  47.         </LevelMilestone>
  48.         <SelectedAbilityBonusOption>Blood_Ancients</SelectedAbilityBonusOption>
  49.         <Equipment>Club</Equipment>
  50.         <Equipment>K_Female_Head_01</Equipment>
  51.         <Equipment>Sovereign_Shoulder_Length_Hair</Equipment>
  52.         <Backstory>"I seek no mercenaries; the Silver Swordsmen and their ilk are unwelcome in the ranks of my army. What I seek are heroes - those who wish to make bettering this world their life's adventure!" These words - uttered at the nadir of the Nobles Revolt, when the armies of Procipinee surrounded Relias and his companions at the foot of Mount Essa - remain the rallying cry for all Altar's soldiers. This is an army of adventurers - many of whom are famous in their own right for the quests they have completed - an army that will sometimes dare the impossible and often achieve it.</Backstory>
  53.         <AnimationPack>SoldierAnimationPack</AnimationPack>
  54.         <BattleAnimationBehavior>Melee</BattleAnimationBehavior>
  55.         <ClothMapScale>1.6</ClothMapScale>
  56.         <ClothPoseIndex>1</ClothPoseIndex>
  57.         <CutSceneDataPack>DefaultUnitCutscenePack</CutSceneDataPack>
  58.         <InfoCardBackground>BG_KingdomRugged</InfoCardBackground>
  59.         <ModelPath>Gfx\HKB\Units\K_Female_Mesh_01.hkb</ModelPath>
  60.         <ModelScale>1</ModelScale>
  61.         <MovingSFX>TEMP_KnightMarching1</MovingSFX>
  62.         <OnHitParticleName>Bloody_OnHit</OnHitParticleName>
  63.         <SkeletonPath>Gfx\HKB\Units\K_Male_Skeleton_01.hkb</SkeletonPath>
  64.         <SoundPack>SoundPack_Generic_Female</SoundPack>
  65.         <TacticalModelScale>1.5</TacticalModelScale>
  66.         <Texture_Eyes>gfx\eyes\blinks\eyeblink_f1_brwn.png</Texture_Eyes>
  67.         <Texture_Skin>K_Female_Freckles_Texture_01.png</Texture_Skin>
  68.         <UnitModelType>AncientsFemale</UnitModelType>
  69.     </UnitType>

Reply #6 Top

6.       <Gender>Male</Gender>

41        <Gender>Female</Gender>

 

This?

 

Reply #7 Top

<UnitModelType>AncientsFemale</UnitModelType>


This might be the problem. Have you manually added this new modeltype to all the armor and weapons? If not I suggest skipping it and using an existing model type, as adding it to every single item art file takes a ton of work.

Reply #8 Top

I circumvented that with my Dragons by not giving them a UnitModelType - they can equip accessories. (probably mounts).

Reply #9 Top

I think that generally anyone can equip accessories, pretty sure they don't have a model type restriction. 

 

Quoting DsRaider, reply 7
AncientsFemale


This might be the problem. Have you manually added this new modeltype to all the armor and weapons? If not I suggest skipping it and using an existing model type, as adding it to every single item art file takes a ton of work.

 

Yeah I would have thought that would likely be it too.

If you look in CoreArmor at the shields you'll see a heap of tags called <SupportedUnitModelType>, these specify the UnitModelType that can equip them.  Same for Armor and other stuff.  Although I think weapons have this too so i'd be surprised if you can equip weapons this way with that model type.

Reply #10 Top

Thanks for the help. I replaced the model type to KindomMale/Female and it's working now.

Quoting thadianaphena, reply 8

I circumvented that with my Dragons by not giving them a UnitModelType - they can equip accessories. (probably mounts).

I am now picturing a dragon riding a horse or warg into battle. I kind of want to see that, any chance you could incorporate that into your mod?

Reply #11 Top

haha! I think mounts already work like accessories for that, I haven't tested it beyond a few opening rounds to get units to show up correctly, build and function in tactical battles...

 

Finals week came up last week, this week and next week for various classes, so I am down for a bit. Will be back up and running once I get some breathing room XD

 

The only problem with equipment and monsters is that some monsters look better than others: humanoid things like skeletons and butchermen might have a few collisions, while Dragons give you a face full of Ogre Crotch and a piece of floating gear.

 

Reply #12 Top

Is this mod compatible with LH?  Is there an easy way to create a new race or edit an existing one? I'm trying to make some D&D races but with the faction editor seemingly I'm stuck with current ingame races to change. Is there a D&D, Warhammer, or Warcraft mod already out there?