Well, I haven't actually tried it yet, but I'll give you a description of how I think it should work and if it doesn't it should at least give you a good headstart (keep in mind that I don't have the final product yet so the names of things might be slightly different than the ones I use). Presuming you have all the sprites and graphics that you need/want (if you don't, check the CtPI modification section to find out how to make those):
1) place the sprites in [CtP2 folder]\ctp2_data\default\graphics\sprites
2) place the tga's in [CtP2 folder]\ctp2_data\default\graphics\graphics
3) edit [CtP2 folder]\ctp2_data\default\gamedata\spriteID.txt. E.g. if you have a Chariot unit add the line UNIT_CHARIOT2 100. Both the UNIT-name and the number need to be unique and the number needs to be the same as the number as the sprite (same as in CtPI). So in my example you'd need to call you sprite 'Gu100.spr'.
4) edit [CtP2 folder]\ctp2_data\default\gamedata\uniticon.txt. For my Chariot example it might look like this (I copied this for the CtPII Cannon unit):
ICON_UNIT_CHARIOT { FirstFrame "UPUP100L.TGA" Movie "NULL" Gameplay "UNIT_CHARIOT_GAMEPLAY" Historical "UNIT_CHARIOT_HISTORICAL" Prereq "UNIT_CHARIOT_PREREQ" Vari "UNIT_CHARIOT_STATISTICS" Icon "UPUP100A.TGA" LargeIcon "UPUP100L.TGA" SmallIcon "UPUP100B.TGA" StatText "UNIT_CHARIOT_SUMMARY" }
5) Then add the appriopriate texts to the bottom of [CtP2 folder]\ctp2_data\english\gamedata\Great_Library.txt. Example:
Code:
|
[UNIT_CHARIOT_PREREQ]
Requires:
< L : DATABASE_ADVANCES,ADVANCE_THE_WHEEL > The Wheel < e >
[UNIT_CHARIOT_STATISTICS]
Attack: {UnitDB(UnitRecord[0]).Attack / 100}
Ranged: {UnitDB(UnitRecord[0]).ZBRangeAttack}
Defense: {UnitDB(UnitRecord[0]).Defense / 100}
Armor: {UnitDB(UnitRecord[0]).Armor / 100}
Damage: {UnitDB(UnitRecord[0]).Firepower}
Vision: {UnitDB(UnitRecord[0]).VisionRange}
Movement: {UnitDB(UnitRecord[0]).MaxMovePoints / 10000}
[END]
[UNIT_CHARIOT_SUMMARY]
Ancient Flanking Unit
[END]
[UNIT_CHARIOT_GAMEPLAY]
Due to it's large attack factor the Chariot is one of the most formidable Ancient
attack units and, though slower, only surpassed by the < L : DATABASE_UNITS,UNIT_ELEPHANT_WARRIOR > War Elephant < e > .
Also, it's a flanking unit so it can provide support to other units during combat.[END]
[UNIT_CANNON_HISTORICAL]
The Chariot was one of the most important Cavalry units of the Ancient Age.
[END] |
Edit: I had to change this a little 'cause the script was screwing everything up but you can look at the other entries of the Great_Library file yourself and do it properly.
6) Add an entry to [CtP2 folder]\ctp2_data\default\gamedata\Units.txt. It might look like this:
Code:
|
## UNIT 100
UNIT_CANNON {
Description DESCRIPTION_UNIT_CHARIOT
DefaultIcon ICON_UNIT_CHARIOT
DefaultSprite SPRITE_CHARIOT
Category UNIT_CATEGORY_FLANKER
Attack 20
Defense 10
ZBRangeAttack 0
Firepower 2
Armor 1
MaxHP 10
ShieldCost 500
PowerPoints 400
ShieldHunger 6
FoodHunger 0
MaxMovePoints 300
VisionRange 2
EnableAdvance ADVANCE_THE_WHEEL
ObsoleteAdvance ADVANCE_FEUDALISM
ActiveDefenseRange 0
LossMoveToDmgNone
MaxFuel 0
CanEntrench
CanExpel
CanPillage
CanPirate
ExertsMartialLaw
DeathEffectsHappy
IsFlanker
SoundSelect1 SOUND_SELECT1_KNIGHT
SoundSelect2 SOUND_SELECT2_KNIGHT
SoundMove SOUND_MOVE_KNIGHT
SoundAcknowledge SOUND_ACKNOWLEDGE_KNIGHT
SoundCantMove SOUND_CANTMOVE_KNIGHT
SoundAttack SOUND_ATTACK_KNIGHT
SoundWork SOUND_WORK_KNIGHT
SoundVictory SOUND_VICTORY_KNIGHT
SoundDeath SOUND_DEATH_KNIGHT
CanAttack: Land
CanSee: Standard
MovementType: Land
Size: Medium
VisionClass: Standard
CanReform {
Sound SOUND_ID_REFORM_CITY
Effect SPECEFFECT_REFORMCITY
}
}
############################################################ |
Now start up the game and prey it works
(Yes, it's quite a process, but once you get the hang of it, it probably won't be too difficult or time-consuming).
Hope that helps in any way,
Locutus
[This message has been edited by Locutus (edited November 18, 2000).]