Removing default unit designs.

Is there a way to remove the default unit designs? I mean i'd like to remove all except the pioneer and the militia. but really militia is up in the air tbh. I haven't dug into it yet but i'd like to force the player to create any units they want rather then giving them stock units out of the gate. Is this something that can done easily?

i think this will make for a more interesting game as the player has more invested in the units they're building.

 

18,408 views 13 replies
Reply #1 Top

There is a tag within all the units to set to the following.

<IsAIOnlyUnit>1</IsAIOnlyUnit>

add this to all units you don't want to see. The AI will use all these units, but you won't see them.

Reply #2 Top

Perfect. first thing once i get home. Thanks :)

 

Reply #3 Top

Ok i'm not sure what i didn't do here, i copied my CoreUnits.xml file to my LH mod folder where i have all my other mod files. then added <IsAIOnlyUnit>1</IsAIOnlyUnit> to all spearmen and started a new game.

The spearmen were still available to be built. I'm not sure how i botched this one but some how i managed to screw up what sounded simple enough lol

 

 

Reply #4 Top

Okay, soooo you may also have to add the line

<HideInSetupLists>1</HideInSetupLists>

as well.

Reply #5 Top

That did the trick, thanks :)

Reply #6 Top

I'm trying to use only my created units and have the ai only use those units. I've taken the units out of the list with the

<HideInSetupLists>1</HideInSetupLists>

Will this cause any issues for the ai (as I'm trying to force it to use only my created units) and/or will the ai still use these regardless of the hideinsetup?

 

Separate question- Where do you change a units scale, weapon scale, tactical scale? I can't seem to get anything other than my sov to change.

Reply #7 Top

When you looked through CoreUnits.xml and looked at <HideInSetupLists>1</HideInSetupLists>, did you miss the tags

<ClothMapScale>1.6</ClothMapScale>

<TacticalModelScale>1.6</TacticalModelScale>

for the units.

I believe weapons scale with the size of the unit, so you would have to make new weapon graphics to get a different weapon scale.

if you plan on going this route, you might have to look at the CoreRaceTypes.xml (these have a large variety of starting units for each of the races), as well as a generic model for each of the races.

Reply #8 Top

Thank you. I'm currently moving units from my create units files into the CoreUnits. I guess this is the best way to remove starting designs I don't want and replace them.

 

 

Reply #9 Top
I am tring to create a faction that uses my units only, AI or myself. But still create units for if I play it.. If I understand correctly; 1. create unit with replacement name, archer, spearmen ..etc. 2. put CoreUnits wrapper around it or add to larger file with same CoreUnits wrapper. 3. Single unit file, leave in default Units folder or Mods folder? 4. multi unit file would need to go in Mods folder I would assume..? Ok, so next question; How to disable default units in a faction then use my own "custom named" units only? Like "Flyte Sisters" vs "Archer" Minor question; unit unique extension ie; Archer_123456789 Do I keep it or lose it. I would think replacement = loose it. my Custom named units = loose it but if another "Flyte Sister" is planned for another faction = keep it. (So in general customs should proll'y keep it. JIC) Did I get this correctly, or miss something? Thanx guys.. :)
Reply #11 Top

Quoting Chainmale, reply 9
I am tring to create a faction that uses my units only, AI or myself. But still create units for if I play it..

If I understand correctly;

1. create unit with replacement name, archer, spearmen ..etc.


2. put CoreUnits wrapper around it or add to larger file with same CoreUnits wrapper.


3. Single unit file, leave in default Units folder or Mods folder?


4. multi unit file would need to go in Mods folder I would assume..?


Ok, so next question; How to disable default units in a faction then use my own "custom named" units only? Like "Flyte Sisters" vs "Archer"

Minor question; unit unique extension ie; Archer_123456789 Do I keep it or lose it.
I would think replacement = loose it.
my Custom named units = loose it but if another "Flyte Sister" is planned for another faction = keep it. (So in general customs should proll'y keep it. JIC)

Did I get this correctly, or miss something?

Thanx guys..

To answer your quest, look into the CoreRaceType.xml file. This is where you find your starting type unit definitions (i.e. the default units), This is the file you wish to edit.

Reply #12 Top
(your quote got my list fine. Why can't I do that directly? try'n again.) First I don't realy want to mess with the core, but then move a copy of a race to mods, fine. Second I don't realy want to mod a whole race or create new races, just change things for a faction. Like create a proper "themed faction". ..off the top mancers and Robin Hood, not the real plan but good example. I did try to tweek faction by removing its default list, except for pioneer, catapult and couple of other base units to no effect. (in mods folder) I have some realy realy great factions and themes but completely useless without this key bit. (Robin Hood made me laugh, thot someone would have done this already and skipped it.) I have atleast 8 that would be memorable, like the originals. ..brain fading here. Thanx parrottmath. ((try'd some thing in this editor, hope it works!))