Okay, so this little bastard probably wasted 3 hours of my life.
This issue concerns the use of Medallions in unittypes. This is an example of what it looks like for a unit designed in-game:
<Medallions InternalName="">
<All>C:\Users\Heavenfall\Documents\My Games\Elemental\units\icons\Seeker_0_885636554-2097.png</All>
<Default>Portrait_UnitDesignRandomizedUnitType_863458828-2086_0</Default>
</Medallions>
and this is what it looks like for corefiles:
<Medallions InternalName="">
<All>M_Drath_Warrion_01_Card.png</All>
</Medallions>
The second one would appear to be the choice for the modder, however, there is a big, big caveat.
If the following scenario is true, the unittype will cause extreme texture errors in the game.
- the unit medallion references a non-existant file
- the unit is NOT a <IsStartingUnitType>1</IsStartingUnitType>
- the unit is NOT a <IsSovereign>1</IsSovereign>
- the unit is NOT a <UserDesigned>true</UserDesigned>
- the unit IS <CanBeDesigned>1</CanBeDesigned>
The point here is that if you wish to introduce a completely new unit to the game that can be trained, then the unit MUST be supplied with an existant medallion, IF it is not a sovereign, a designed unit or a startingunittype.
Edit: the texture error only appears on other unittypes with the same modelpath. For example, if I mess up a unit with the modelpath K_Male_Mesh_01.hkb, then fallen models will not be affected.
This is an example of what texture errors look like: http://img59.imageshack.us/img59/1803/elemental1294101092.jpg
For reference, this is what it looks like when I didn't mess up the medallion in another unittype: http://img821.imageshack.us/img821/400/elemental1294101292.jpg