Struggling to create a race (Updated)

I have made an error while attempting to make a race/bloodline/faction to use it. The problem is that the Altair Blood (on creation screen) shows the first ability of Zarathi, and Train Henchmen - Zarathi has no text box to list its own.  Where did I go wrong?

 

<Container>
    <RaceType InternalName="Race_Type_Zarathi">
        <DisplayName>Zarathi</DisplayName>
        <RaceClassification>Fallen</RaceClassification>
        <UnitScale>1.0</UnitScale>
        <UnitSkinColor>215,150,100</UnitSkinColor>
        <UnitHairColor>155,110,75</UnitHairColor>
        <MaleUnitType>Generic_Sovereign_Zarathi_Male</MaleUnitType>
        <FemaleUnitType>Generic_Sovereign_Zarathi_Female</FemaleUnitType>
        <GenericUnitType_Male>Generic_Altarian_Male</GenericUnitType_Male>
        <GenericUnitType_Female>Generic_Altarian_Female</GenericUnitType_Female>
        <GenericUnitType_Other>Generic_Henchman</GenericUnitType_Other>
        <TraderUnitType>TraderTest</TraderUnitType>
        <StartingUnitType>Unit_Henchman_Bard</StartingUnitType>
        <StartingUnitType>Unit_Henchman_Shieldman</StartingUnitType>
        <StartingUnitType>Unit_Henchman_TorchBearer</StartingUnitType>
        <StartingUnitType>Unit_Peasant_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Peasant_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Pioneer_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Archer_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Archer_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Archer_Altarian_AI2</StartingUnitType>
        <StartingUnitType>Unit_Archer_Altarian_AI3</StartingUnitType>
        <StartingUnitType>Unit_Archer_Altarian_AI4</StartingUnitType>
        <StartingUnitType>Unit_Crossbowman_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Horseman_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Horseman_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Defender_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Defender_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Defender_Altarian_AI2</StartingUnitType>
        <StartingUnitType>Unit_SpearMaiden_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Spearman_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Catapult</StartingUnitType>    
        <StartingUnitType>Unit_Scout_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Light_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Light_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Medium_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Medium_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Medium_Altarian_AI2</StartingUnitType>
        <StartingUnitType>Unit_Medium_Altarian_AI3</StartingUnitType>
        <StartingUnitType>Unit_Medium_Altarian_AI4</StartingUnitType>
        <StartingUnitType>Unit_Medium_Altarian_AI5</StartingUnitType>
        <StartingUnitType>Unit_Medium_Altarian_AI6</StartingUnitType>
        <StartingUnitType>Unit_Heavy_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Heavy_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Mage_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Magic_Light_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Magic_Light_Altarian_AI2</StartingUnitType>
        <StartingUnitType>Unit_Magic_Medium_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Magic_Medium_Altarian_AI</StartingUnitType>
        <StartingUnitType>Unit_Magic_Heavy_Altarian</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI1</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI2</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI3</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI4</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI5</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI6</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI7</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI8</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI9</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI10</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI11</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI12</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI13</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI14</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI15</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI16</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI17</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI18</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI19</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI20</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI21</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI22</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI23</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI24</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI25</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI26</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI27</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI28</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI29</StartingUnitType>
        <StartingUnitType>Unit_Altarian_AI30</StartingUnitType>
        <SageUnitType>Sage_Altarian</SageUnitType>
        <ShopkeeperUnitType>Shopkeeper_Altarian</ShopkeeperUnitType>
        <MusicTheme>WanderersHome</MusicTheme>
    </RaceType>
    <RaceConfig InternalName="EmpireOfZarathi">
        <DisplayName>Kingdom of Zarathi</DisplayName>
        <Description>The people of Altar belong to no one race, no one creed. Miners and scholars alike stand in their councils; peasants and soldiers stand shoulder-to-shoulder in their armies. All value accomplishment, not pedigree. They led the so-called ‘Nobles' RevoltÂ’ against Queen Procipinee of New Pariden, in the name of the one overriding cause they have in common: freedom. Freedom for themselves... and all of Elemental.</Description>
        <LorebookIntroText>Here lie the ruins of the Athican Empire - the greatest of all the kingdoms of men.

Evidence of that vanished realm are everywhere; broken stones which were once part of the old Lord Protectors' Road; patches of grassland that once served as breadbasket to the peoples of Coriopolis.

There is life here still; dense forests, and verdant swamplands. Merchants, miners, and farmers struggle to eak out existence. The right man could weave these disparate threads into a kingdom once more.

Yet there are dangers as well. Great expanses of wildlands, where all manner of creatures - natural and unnatural - roam free.

And there are rumors of fouler evil still rising in the east. To some those rumors are just empty words. But to you, [LeaderName], they are a truth foolish to deny.</LorebookIntroText>
        <AIPersonality>AI_General</AIPersonality>
        <Capital>Zarathan</Capital>
        <City>Thalamaque</City>
        <City>Ronumo</City>
        <City>Avanadar</City>
        <City>Vyndelhyde</City>
        <City>Yonari</City>
        <City>Sandona</City>
        <City>Ondalthyr</City>
        <City>Demon's Heart</City>
        <City>Fallen Souls Grave</City>
        <ShortName>Zarathi</ShortName>
        <LeaderName>Zarathitenirokena</LeaderName>
        <PopulaceName>Men</PopulaceName>
        <Alignment>Good</Alignment>
        <FactionAllegiance>Empire</FactionAllegiance>
        <SelAbilityBonusOption>MythicArtOfWar</SelAbilityBonusOption>
        <SelAbilityBonusOption>MythicArchmage</SelAbilityBonusOption>
        <EntityID>11</EntityID>
        <MusicTheme>Altar</MusicTheme>
        <DefaultCityWallSet>CityWalls_Fence</DefaultCityWallSet>
        <NewCityHubType>CityHub1</NewCityHubType>
        <CapitalHubType>CityHub1</CapitalHubType>
        <RaceClassification>Fallen</RaceClassification>
        <RaceDisplayName>Men</RaceDisplayName>
        <RaceInternalName>Race_Type_Zarathi</RaceInternalName>
        <ChooseFactionBack>Faction_Background_Altar.png</ChooseFactionBack>
        <UnitScale>1</UnitScale>
        <UnitSkinColor>215,150,100</UnitSkinColor>
        <UnitHairColor>155,110,75</UnitHairColor>
        <UnitClothing1Color>120,25,20,255</UnitClothing1Color>
        <UnitClothing2Color>78,60,55,255</UnitClothing2Color>
        <UnitMetalColor>145,145,145,255</UnitMetalColor>
        <BuildingPrimaryColor>165,145,130</BuildingPrimaryColor>
        <BuildingSecondaryColor>75,60,50</BuildingSecondaryColor>
        <BuildingRoofColor>90,15,10</BuildingRoofColor>
        <ZoneOfControlColor>200,0,0</ZoneOfControlColor>
        <BuildingStyle>KingdomStyle</BuildingStyle>
        <TechTree>TechTree_Amarian</TechTree>
        <EnvironmentTerrainType>1</EnvironmentTerrainType>
        <NonBuildableEnvironmentType>GrasslandEnvironment</NonBuildableEnvironmentType>
        <PreferredLogoType>KingdomCrest2</PreferredLogoType>
        <SovereignUnitType>Sovereign_Zerathi</SovereignUnitType>
    </RaceConfig>
</Container>

End of quote

 

That is the first file, and this is the second:

 

<AbilityBonuses>
    <AbilityBonus InternalName="Blood_ZarathiAbility">
        <AbilityBonusOption InternalName="Blood_Zarathi">
            <DisplayName>Zarathi Blood</DisplayName>
            <Description>+1 Sight and Movement. Anyone who strikes this unit takes 1 damage.</Description>
            <Icon>Ability_Binding_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>MeleeDefenseAppliesSpell</Attribute>
                <StrVal>GhostTouch</StrVal>
                <Provides>Ghost Touch- Anyone who strikes the wielder takes 1 damage</Provides>
            </GameModifier>    
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Sight</StrVal>
                <Value>1</Value>
                <Provides>+1 Sight</Provides>
            </GameModifier>
            <HideWhenUpgraded>0</HideWhenUpgraded>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
</AbilityBonuses>

End of quote

 

I haven't made it far enough to get to the units or sovereign yet. The Sovereign will be a dragon.

14,667 views 18 replies
Reply #1 Top

I could be wrong but I think you're going to need the units, at least the Generic Sov ones for it to work on the create screen.  I've not done it before so i'm just guessing.

There is a race creator tool, here:

https://forums.elementalgame.com/433305/page/3/#3319566

Your best bet would be to use that as a start point I think.  At least go try it and see what files it pumps out maybe.

Reply #2 Top

I'm not sure if this is your problem but unless you create generic sovereign units for your race with the new blood trait the blood trait won't show up in the creation screen because it is showing a sovereign from Altair.

Edit: abob101 beat me to it...

Reply #3 Top

I like the idea of a dragon Sov - could then make multiple copies and dragon vs dragon goodness. 

Could you make your final result available as a download please?

Thanks

 

Reply #4 Top

One this dragon is done, I will upload everything I have completed and start working on my scenario. I have tried the race editor tool but it doesn't like my Java version, or seem to cooperate with Legendary Heroes.

I was just going to "create a sov" then replace art tags with the dragon, I guess I need to do a little bit more, I thought I was more ahead than I am.

 

I suppose I will cut-paste a bunch of units from the CoreUnits, and go from there.

 

Thanks yall!

Reply #5 Top

Quoting thadianaphena, reply 4
I suppose I will cut-paste a bunch of units from the CoreUnits, and go from there.
End of thadianaphena's quote

Do the 4 generic units, shopkeeper, lorekeeper, and the militia that way. However if you have the generic units you can just play through and make the units in game then copy and paste them into one file.

In order to save yourself a lot of work use an existing modeltype like the <UnitModelType>KingdomMale</UnitModelType> tag on your custom units. This means your faction will have to use the armor style and clothes selection of an existing team but will save you hours of work. You can always change it later. 

Reply #6 Top

Thank you for the advice. I plan on starting with the default unit type, to get the sovereign in the game. Then, I will design the units in the game. If all goes well, it will also make a nice template to work with that can be used for further projects. Once done, I look forward to every criticism and use that others find for it.

 

Edit: My god, you guys are saviors! Now I am proceeding to the remaining units. This might take a bit because the units will mostly be monsters and mages.

 

Using default mage units and some of the monsters which are already in the units or champions list, I have a good idea of what to do. The one thing I don't know, is can I just use ArtDef's of existing monsters (assuming I only use existing models)?

 

 

Reply #7 Top

 

 

Dragon done. I can't make it fit in the "book" when founding a capital. It just shows a blank page. :/

 

A few small issues:

 

In the faction creator, there is "Ogre Crotch" on the dragon. The size can be scaled down to correct this, which will leave you a miniature dragon, the size of spider legs bottom.

Also, there is only one posture it can stand in. This isn't really a problem however.

 

Obviously, the dragon cannot equip items except for accessories. This is part of the intention anyway.

 

I suppose the good news is that once I upload this, there will be a good template for anyone to replicate it with any "Monster Sovereign". I will include an "Instruction Manual" in the opening post when i upload it and make the thread. Hopefully, anything I did wrong can be corrected and used as a learning experience which other modders in the future can look at for their own works. I can honestly say about half of what I learned came from replies to other "help me" posts. I also look forward to seeing what other ideas can be achieved with it.

 

For some reason unknown to me, Ongr the Unbound shows up in the build queue. I don't know how to get rid of it.

 

I am still fine tuning some units. I want a small blend; a few dragon monsters, a few spiders, a few butcherman... These units are intended to be unarmored (for the most part). There are also a few scattered helpers from among the normal races: Some quendar units, a few krax or altarian or wraith units. Lastly, I am thinking about making 3 Monster Henchmen. They could be syndicate, darkling, ogre, spider or almost anything. I am open to ideas about which should be the Henchmen. So far, I am using Forest Drake recolored red, named Blood Drake. I set <GetPerksOnLevelUp>1</GetPerksOnLevelUp>, but did NOT set it as a champion.

 

Next:

 

 

 

Use the amulets/rings to create some "Collars" and a few other accessories.

 

Finish and touch up units (Most are monsters, one will be a dragon who functions as a henchmen and one who functions as a Sion, however I might err with the Sion in lieu of perma-death). First, I will need to get a little more cozy with the unit models and seeing what I can do and shouldn't do.

 

Balance it the best I can

 

Fix any bugs I haven't discovered

 

Build an exclusive "Path of the Dragon" (will update to this from the first release once I figure it out and design its abilities.)

 

Replicate the process for: Undead, Elementals, Titans, Demons, The Syndicate, and Monsters.

 

To all of these ends, I am open to advice and hope to make an upload within this week; only one essay to write so I will have a little more time.

Reply #8 Top

What is this tag for?

 

<IsNPC>1</IsNPC>

 

If I place <Unique>1</Unique> in a trainable and designable unit, am I correct in assuming "You may only have one active copy of this unit at a time"?

 

Some of the units I have converted already have tags for IsLimitedUnitType or something like that. I also noticed some of the improvements give these units. Could I make these units trainable instead of just being summoned? I am a little confused about how that works.

 

I have converted several units over, however I am missing how to make the default units in Unit Design (new units) register. For some reason they are showing up as altarian.

 

 

Reply #9 Top

Quoting thadianaphena, reply 7
I am open to ideas about which should be the Henchmen. So far, I am using Forest Drake recolored red, named Blood Drake. I set 1, but did NOT set it as a champion.
End of thadianaphena's quote

Not sure if you're uding FE or LH but Just bear in mind that I think if you do that.... and someone selects the mage path and unlocks spells.... I don't think they'll be able to use them.

 

Quoting thadianaphena, reply 8
What is this tag for?

 <IsNPC>1</IsNPC>

End of thadianaphena's quote

Don't know.  My guess is maybe used in FE to determine which champions are randomly spread around the map.

Quoting thadianaphena, reply 8
If I place <Unique>1</Unique> in a trainable and designable unit, am I correct in assuming "You may only have one active copy of this unit at a time"?
End of thadianaphena's quote

I think that assumption is incorrect from memory.  I don't think it has that affect on trainable "units".  I think it only has that kind of an effect for Champions.

Quoting thadianaphena, reply 8
Some of the units I have converted already have tags for IsLimitedUnitType or something like that. I also noticed some of the improvements give these units. Could I make these units trainable instead of just being summoned? I am a little confused about how that works.
End of thadianaphena's quote

If you want them to be trainable like normal units delete that tag.

 

Quoting thadianaphena, reply 8
I have converted several units over, however I am missing how to make the default units in Unit Design (new units) register. For some reason they are showing up as altarian
End of thadianaphena's quote

Not sure what you mean by that.  If you're having trouble with it still, post some more info.

 

Reply #10 Top

 

Quoting thadianaphena, reply 8
I have converted several units over, however I am missing how to make the default units in Unit Design (new units) register. For some reason they are showing up as altarian.
End of thadianaphena's quote

Do you have them set as your <StartingUnitType> in your race file?

Reply #11 Top

I was wanting to use

Quoting abob101, reply 9
I think that assumption is incorrect from memory. I don't think it has that affect on trainable "units". I think it only has that kind of an effect for Champions.
End of abob101's quote

 

<IsUniqueButBuildable>1</IsUniqueButBuildable> is what I was going to use with <Unique>1</Unique>. I suppose its redundant and I could remove both tags.

Quoting abob101, reply 9
Not sure if you're uding FE or LH but Just bear in mind that I think if you do that.... and someone selects the mage path and unlocks spells.... I don't think they'll be able to use them.
End of abob101's quote

 

I am using LH, and I might even just use <GetPerksOnLevelUp>1</GetPerksOnLevelUp> without henchmen (to prevent it from resurrection).  However, I do plan on designing a few units with spells for it. I considered just making abilities like Adept for the race similar to Life/Air/Death Adept that give a different selection of spells. (not a better selection, but a different selection).

Reply #12 Top

<IsUniqueButBuildable>1</IsUniqueButBuildable> means that you can train the unit, but you can't edit it's design.  So if you have this tag set, and you go into the unit design window... you won't see this unit in the list of editable units.  Units like the BoundWidow have this tag set.

So if you have a monster type unit that you have added as a trainable unit... you would generally set this tag.

 

Regarding the henchmen type units, yeah thats a tough one.  I have been adding henchmen type units into my mod now (Darkling Shaman for example), and it was a tough choice on whether to give them the <IsChampion> tag or not.  If you set that tag they get access to the Spell menu and can explore goodie huts, but they will be immortal like henchmen.  If you don't set that tag and just go for for the Perks, they will get abilities on level up (like a Sion) but they won't get the spell menu in tactical combat.  You can still give them spells but you need to make them all abilities... and set the <IsSpecialAbility>1</IsSpecialAbility> tag in the SpellDef.  Just depends what you'r trying to do.

I would have liked to have had henchmen type units that die permanently (you've probably seen the discussions about it) but in the end i'm concerned this makes it hard on the AI because presumably the AI is not so good at keeping their henchmen type units alive.

Reply #13 Top

I would like the Immortality to be a Unit Design Trait, so that higher level units can get that at the end of the tech tree. I don't mind henchmen being immortal so long as there is a devil in the details (10 turn rez time, mana upkeep cost). My problem is, as indicated in that thread, that the AI will build stupid armies with a unit that has 15 injuries and instead of building units it needs, it thinks the henchmen qualify as actual units.

 

I plan to make some of these monsters get perks, a few have spell abilities and a few be able to equip a limited list of items. I want to have variety, and diversity for immersion without "going overboard". Its a tough balance, but a fun challenge.

 

Personally, once I finish step one and upload it, I expect any flaws to correct themselves. People will suggest changes I make for balance, others will probably use it in their own work with changes and I will be able to see those changes evolve. I support that of course, because it is good for everyone. I will also have to look over and check for compatibility with a few more popular mods like Stormworld. Shouldn't be any issues that I am aware of.

Reply #14 Top

Quoting thadianaphena, reply 13
Stormworld
End of thadianaphena's quote

For compatibility here one must mostly look at the background stats the heavenfall places into all the units. He basically overrides the core files with his own unit files. Thus, for any unit designed by this mod you must add these background stats appropriately. It will cause silent errors within FE (LH), if you have them included.

I'll let Heavenfall fill you in on the rest as he does look through these mods and helps a little with the compatability. (But you need to at least post your mod first, so he can see it.)

Reply #15 Top

Every unit it uses is cut-pasted from the core file into the new file, so I don't suspect that a change in the core file would effect anything, except maybe some of the art labels. I am looking at different things to do, but also not to do; the first thing I learned while looking at all of the options, is that its easy to try too much and shoot too far, so simplicity at stage 1 is better than a billion abilities.

Reply #16 Top

After some initial testing, this unit commits suicide in tactical battles. When it comes to this units turn, and I choose to move or attack, the death animation occurs and it is unable to take actions, however you still have to click pass to end its turn, and it will still get future turns you have to skip.

 

    <UnitType InternalName="Unit_Scout_Zarathi">
        <DisplayName>Dragon Scout</DisplayName>
        <Description>Use scouts to explore the world.</Description>
        <Class>Scout</Class>
        <CreatureType>Dragon</CreatureType>
        <RaceType>Race_Type_Dragon</RaceType>
        <CanBeDesigned>1</CanBeDesigned>
        <Gender>Female</Gender>
        <AdditionalTrainingTurns>40</AdditionalTrainingTurns>
        <IsSovereign>0</IsSovereign>
        <AllowGrouping>0</AllowGrouping>
        <IsStartingUnitType>1</IsStartingUnitType>
        <LevelMilestone InternalName="L1">
            <Level>1</Level>
            <UnitStat_Accuracy>75</UnitStat_Accuracy>
            <UnitStat_Attack_Pierce>16</UnitStat_Attack_Pierce>
            <UnitStat_CombatSpeed>20</UnitStat_CombatSpeed>
            <UnitStat_HitPoints>20</UnitStat_HitPoints>    
        </LevelMilestone>
        <SelectedAbilityBonusOption>Blood_Dragon</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>Scout</SelectedAbilityBonusOption>
        <Prereq>
            <Type>Race</Type>
            <Attribute>Race_Type_Dragon</Attribute>
        </Prereq>
        <Medallions InternalName="">
            <All>ViridianDragon.png</All>
        </Medallions>
        <Color_Skin>180,180,180,255</Color_Skin>
        <AnimationPack>DragonAnimationPack</AnimationPack>
        <AnimationParticleEffect>HeroPoseFront,_Particle_Ceresa_02,0.0,-2.0,0.0,1.0,EffectAttach</AnimationParticleEffect>
        <BattleAnimationBehavior>Melee</BattleAnimationBehavior>
        <ClothMapScale>0.3</ClothMapScale>
        <ClothPoseIndex>0</ClothPoseIndex>
        <CutSceneDataPack>DragonUnitCutscenePack</CutSceneDataPack>
        <EyeTexture>gfx/eyes/male_brown_eye.png</EyeTexture>
        <InfoCardBackground>BG_KingdomRugged</InfoCardBackground>
        <ModelPath>gfx\hkb\Dragons\D_Dragon_Mesh_01.hkb</ModelPath>
        <ModelScale>0.3</ModelScale>
        <MovementType>Land</MovementType>
        <MovingSFX>TEMP_KnightMarching1</MovingSFX>
        <OnHitParticleName>Bloody_OnHit</OnHitParticleName>
        <ShowAsSingleUnit>1</ShowAsSingleUnit>
        <SkeletonPath>gfx\hkb\Dragons\D_Dragon_Skeleton_01.hkb</SkeletonPath>
        <SoundPack>SoundPack_Generic_Female</SoundPack>
        <TacticalModelScale>0.3</TacticalModelScale>
        <Texture_Skin>gfx\hkb\Dragons\D_Dragon_Texture_01.dds</Texture_Skin>  
    </UnitType>
    <UnitType InternalName="Unit_Peasant_Zarathi">
        <DisplayName>Zarathi Drakeling</DisplayName>
        <Description>A peasant armed with a crude club.</Description>
        <Class>Peasant</Class>
        <CreatureType>Dragon</CreatureType>
        <RaceType>Race_Type_Dragon</RaceType>
        <CanBeDesigned>1</CanBeDesigned>
        <Gender>Female</Gender>
        <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
        <IsSovereign>0</IsSovereign>
        <AllowGrouping>0</AllowGrouping>
        <IsStartingUnitType>1</IsStartingUnitType>
        <LevelMilestone InternalName="L1">
            <Level>1</Level>
            <UnitStat_ArmorProficiency>2</UnitStat_ArmorProficiency>
            <UnitStat_Accuracy>50</UnitStat_Accuracy>
            <UnitStat_Attack_Pierce>5</UnitStat_Attack_Pierce>
            <UnitStat_CombatSpeed>24</UnitStat_CombatSpeed>
            <UnitStat_HitPoints>5</UnitStat_HitPoints>
            <UnitStat_Intelligence>10</UnitStat_Intelligence>
        </LevelMilestone>
        <SelectedAbilityBonusOption>Blood_Dragon</SelectedAbilityBonusOption>
        <Prereq>
            <Type>Race</Type>
            <Attribute>Race_Type_Dragon</Attribute>
        </Prereq>
        <Backstory>To be done. </Backstory>
        <Medallions InternalName="">
            <All>M_Drake_Drake_Card_01.png</All>
        </Medallions>
        <AlwaysInTileCenter>0</AlwaysInTileCenter>
        <AnimationPack>GiantBeastAnimationPack</AnimationPack>
        <BattleAnimationBehavior>Melee</BattleAnimationBehavior>
        <ClothMapScale>0.4</ClothMapScale>
        <Color_Skin>97,33,0,255</Color_Skin>
        <CutSceneDataPack>BigDrakeUnitCutscenePack</CutSceneDataPack>
        <EyeTexture>gfx/eyes/male_brown_eye.png</EyeTexture>
        <InfoCardBackground>BG33_HillPlains</InfoCardBackground>
        <MaxScaleMainMap>0.4</MaxScaleMainMap>
        <TacticalModelScale>.4</TacticalModelScale>
        <ModelPath>Gfx\HKB\Monsters\M_Drake_Mesh_01.hkb</ModelPath>
        <ModelScale>0.8</ModelScale>
        <OnHitParticleName>Bloody_OnHit</OnHitParticleName>
        <ShowAsSingleUnit>1</ShowAsSingleUnit>
        <SkeletonPath>Gfx\HKB\Monsters\M_Drake_Skeleton_01.hkb</SkeletonPath>
        <SoundPack>SoundPack_Dragon1</SoundPack>
        <Texture_Skin>M_Drake_Texture_01.png</Texture_Skin>
    </UnitType>

End of quote

 

If I can get the units to stay alive, I should be able to change the colors of the units by doing a GIMP on the Medallion files to make them "look different" in the build queue. The other units do not perform suicide like this.

Reply #17 Top

So... what is this Race_Type_Dragon, above you have a different racetype specified. Not thinking that is the problem, but  I haven't a clue otherwise.

Reply #18 Top

    <AbilityBonus InternalName="Blood_DragonAbility">
        <AbilityBonusOption InternalName="Blood_Dragon">
            <DisplayName>Zarathi Blood</DisplayName>
            <Description>+1 Sight and Movement. </Description>
            <Icon>Ability_Binding_Icon.png</Icon>
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Moves</StrVal>
                <Value>1</Value>
                <Provides>+1 Moves</Provides>
            </GameModifier>            
            <GameModifier>
                <ModType>Unit</ModType>
                <Attribute>AdjustUnitStat</Attribute>
                <StrVal>UnitStat_Sight</StrVal>
                <Value>1</Value>
                <Provides>+1 Sight</Provides>
            </GameModifier>
            <HideWhenUpgraded>0</HideWhenUpgraded>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>
    <AbilityBonus InternalName="Champion_History">
        <AbilityBonusType>Champion_History</AbilityBonusType>
        <AbilityBonusOption InternalName="Thrallherder">
            <DisplayName>Thrallherder</DisplayName>
            <Description>Increases the available traits for designed units by 1. Men or Fallen defeated in combat are transferred to the nearest city as additional population.</Description>
            <Icon>Ability_Wealthy_Icon.png</Icon>
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_Traits</StrVal>
                <Value>1</Value>
                <Provides>Increases the available traits for designed units by 1</Provides>
            </GameModifier>    
            <GameModifier>
                <ModType>Player</ModType>
                <Attribute>AbilityBonus</Attribute>
                <StrVal>A_EnslaveDefeated</StrVal>
                <Value>1</Value>
                <Provides>Men or Fallen defeated in combat are transferred to the nearest city as additional population.</Provides>
            </GameModifier>
            <Cost>1</Cost>
            <HideWhenUpgraded>0</HideWhenUpgraded>
            <Type>Army</Type>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>        
    
    <RaceType InternalName="Race_Type_Dragon">
        <DisplayName>Zarathi</DisplayName>
        <RaceClassification>Fallen</RaceClassification>
        <UnitScale>1.0</UnitScale>
        <UnitSkinColor>50,50,50,255</UnitSkinColor>
        <UnitHairColor>150,150,150,255</UnitHairColor>
        <MaleUnitType>Generic_Sovereign_Zarathi_Male</MaleUnitType>
        <FemaleUnitType>Generic_Sovereign_Zarathi_Female</FemaleUnitType>
        <GenericUnitType_Male>Generic_Zarathi_Male</GenericUnitType_Male>
        <GenericUnitType_Female>Generic_Zarathi_Female</GenericUnitType_Female>
        <TraderUnitType>TraderTest</TraderUnitType>
        <StartingUnitType>Unit_CityArcher_Zarathi</StartingUnitType>
        <StartingUnitType>Unit_CityDefender_Zarathi</StartingUnitType>
        <StartingUnitType>Unit_TrainedHoarder</StartingUnitType>        
        <StartingUnitType>Unit_TrainedWidow</StartingUnitType>    
        <StartingUnitType>Unit_TrainedHarridan</StartingUnitType>    
        <StartingUnitType>ZarathiForestDrake</StartingUnitType>    
        <StartingUnitType>Unit_Butcherman_Zarathi</StartingUnitType>
        <StartingUnitType>Unit_Butcherman_Zarathi_AI</StartingUnitType>
        <StartingUnitType>Unit_Scout_Zarathi</StartingUnitType>
        <StartingUnitType>Unit_Peasant_Zarathi</StartingUnitType>
        <StartingUnitType>Unit_Peasant_Zarathi_AI</StartingUnitType>
        <StartingUnitType>Unit_Pioneer_Zarathi</StartingUnitType>
        <SageUnitType>Sage_Zarathi</SageUnitType>
        <ShopkeeperUnitType>Shopkeeper_Zarathi</ShopkeeperUnitType>
        <MusicTheme>WanderersHome</MusicTheme>
    </RaceType>
    
    <RaceConfig InternalName="EmpireOfZarathi">
        <DisplayName>Zarathi Draconium</DisplayName>
        <Description>In the works.</Description>
        <LorebookIntroText>In the Works</LorebookIntroText>
        <AIPersonality>AI_General</AIPersonality>
        <Capital>Gate of Abyss</Capital>
        <City>Thalamaque</City>
        <City>Ronumo</City>
        <City>Avanadar</City>
        <City>Vyndelhyde</City>
        <City>Yonari</City>
        <City>Sandona</City>
        <City>Ondalthyr</City>
        <City>Demon's Heart</City>
        <City>Fallen Souls Grave</City>
        <ShortName>Zarathi</ShortName>
        <LeaderName>Zarathitenirokena</LeaderName>
        <PopulaceName>Fallen</PopulaceName>
        <Alignment>Evil</Alignment>
        <FactionAllegiance>Empire</FactionAllegiance>
        <SelAbilityBonusOption>MythicArchmage</SelAbilityBonusOption>
        <EntityID>11</EntityID>
        <MusicTheme>Altar</MusicTheme>
        <DefaultCityWallSet>CityWalls_Fence</DefaultCityWallSet>
        <NewCityHubType>CityHub1</NewCityHubType>
        <CapitalHubType>CityHub1</CapitalHubType>
        <RaceClassification>Fallen</RaceClassification>
        <RaceDisplayName>Fallen</RaceDisplayName>
        <RaceInternalName>Race_Type_Dragon</RaceInternalName>
        <ChooseFactionBack>Faction_Background_Altar.png</ChooseFactionBack>
        <UnitScale>1</UnitScale>
        <UnitSkinColor>215,150,100</UnitSkinColor>
        <UnitHairColor>155,110,75</UnitHairColor>
        <UnitClothing1Color>20,20,20,255</UnitClothing1Color>
        <UnitClothing2Color>70,70,70,255</UnitClothing2Color>
        <UnitMetalColor>145,145,145,255</UnitMetalColor>
        <BuildingPrimaryColor>165,145,130</BuildingPrimaryColor>
        <BuildingSecondaryColor>75,75,75</BuildingSecondaryColor>
        <BuildingRoofColor>20,20,20</BuildingRoofColor>
        <ZoneOfControlColor>20,20,20</ZoneOfControlColor>
        <BuildingStyle>KingdomStyle</BuildingStyle>
        <TechTree>TechTree_Amarian</TechTree>
        <EnvironmentTerrainType>1</EnvironmentTerrainType>
        <NonBuildableEnvironmentType>GrasslandEnvironment</NonBuildableEnvironmentType>
        <PreferredLogoType>KingdomCrest2</PreferredLogoType>
        <SovereignUnitType>Sovereign_Zarathitenirokena</SovereignUnitType>
    </RaceConfig>

End of quote

(Still in crude form.)

 A little ways yet to go, setting up early game, mid game and late game "dragons" with 3 different sizes. Balancing abilities which seem "insane" for a player controlled object (and testing varient spins on Thrallherder) versus that spell like tireless march "one thrall at a time" and no equipment on any dragon units.