To allow Germans to have chosen swords men you edit the export_desc_unit and include Germans as a faction that can produce chosen swordsmen. Then you have to make sure that the germans can produce a building that allows the chosen swordsmen unit to be recruited, which is the export_desc_buildings text file. For example,
building temple_of_violence...
temple_of_violence_large_temple requires factions { germans, pontus, macedon, romans_brutii, }
{
capability
{
recruit "barb berserker german" 0 requires factions { germans, }
happiness_bonus bonus 3
recruits_exp_bonus bonus 2
}
construction 3
cost 1600
settlement_min city
upgrades
{
temple_of_violence_awesome_temple
}
}
temple_of_violence_awesome_temple requires factions { pontus, macedon, romans_brutii, }
{
capability
{
recruit "barb berserker german" 0 requires factions { germans, }
recruit "roman arcani" 0 requires factions { romans_brutii, }
happiness_bonus bonus 4
recruits_exp_bonus bonus 3
}
construction 5
cost 3200
settlement_min large_city
upgrades
{
temple_of_violence_pantheon
}
}
temple_of_violence_pantheon requires factions { macedon, romans_brutii, }
{
capability
{
recruit "barb berserker german" 0 requires factions { germans, }
recruit "roman arcani" 0 requires factions { romans_brutii, }
happiness_bonus bonus 5
recruits_exp_bonus bonus 3
recruits_morale_bonus bonus 1
trade_base_income_bonus bonus 2
population_health_bonus bonus 2
}
construction 6
cost 6400
settlement_min huge_city
upgrades
You would edit the building to allow for chosen swordsmen instead of/also the berserker unit.
Next edit the descr_model_battle text file.
To create a new unit is trickier, you'll have to do the above then edit the models_unit folder and depending on the unit you wan to produce you might have to play with the skeletons to combine new animations and download a CAS file editor etc., but I'm not very experienced with that.
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