Zitat von
Fankman
In der Colopädie taucht der Wagen nicht auf?
Das kann fast nicht sein, stimmen die Angaben in der XML?
Ich kopiere dir mal alle relevanten xml-Zeilen in der aktuellen Fassung rein:
CIV4ArtDefines_Unit.xml:
PHP-Code:
<UnitArtInfo>
<Type>ART_DEF_UNIT_CARRIER</Type>
<Button>Art/Interface/Buttons/units/carrier.dds</Button>
<FullLengthIcon>,Art/Interface/Screens/City_Management/Wagon_Train.dds</FullLengthIcon>
<fScale>0.21</fScale>
<fInterfaceScale>1.143</fInterfaceScale>
<NIF>Art/units/carrier/armed_train.nif</NIF>
<KFM>Art/units/carrier/Wagon_Train.kfm</KFM>
<TrailDefinition>
<Texture>Art/Shared/wheeltread.dds</Texture>
<fWidth>1.2</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_WHEELS</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_WHEELS</AudioRunTypeEnd>
</AudioRunSounds>
</UnitArtInfo>
CIV4UnitInfos.xml:
PHP-Code:
<UnitInfo>
<Type>UNIT_CARRIER</Type>
<Class>UNITCLASS_CARRIER</Class>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_CARRIER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_WAGON</DefaultUnitAI>
<DefaultProfession>NONE</DefaultProfession>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_CARRIER</Description>
<Civilopedia>TXT_KEY_UNIT_WAGON_TRAIN_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_CARRIER_STRATEGY</Strategy>
<!-- NBMOD EDU -->
<iTeachLevel>100</iTeachLevel>
<!-- NBMOD EDU -->
<!-- NBMOD REF -->
<fNBMOD_REF_StrengthWeight>1.0</fNBMOD_REF_StrengthWeight>
<!-- NBMOD REF -->
<bGraphicalOnly>0</bGraphicalOnly>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>1</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryProduction>0</bMilitaryProduction>
<bFound>0</bFound>
<bInvisible>0</bInvisible>
<bNoDefensiveBonus>1</bNoDefensiveBonus>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bMechanized>0</bMechanized>
<bLineOfSight>0</bLineOfSight>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<bTreasure>0</bTreasure>
<UnitClassUpgrades/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_WAGON</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<PrereqBuilding>BUILDINGCLASS_GREAT_WHEELWRIGHTS_WORKSHOP</PrereqBuilding>
<PrereqOrBuildings/>
<ProductionTraits/>
<iAIWeight>100</iAIWeight>
<YieldCosts>
<YieldCost>
<YieldType>YIELD_HORSES</YieldType>
<iCost>40</iCost>
</YieldCost>
<YieldCost>
<YieldType>YIELD_TOOLS</YieldType>
<iCost>40</iCost>
</YieldCost>
<YieldCost>
<YieldType>YIELD_HAMMERS</YieldType>
<iCost>100</iCost>
</YieldCost>
</YieldCosts>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iEuropeCost>-1</iEuropeCost>
<iEuropeCostIncrease>0</iEuropeCostIncrease>
<iImmigrationWeight>0</iImmigrationWeight>
<iImmigrationWeightDecay>0</iImmigrationWeightDecay>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<bCapturesCargo>0</bCapturesCargo>
<iWorkRate>0</iWorkRate>
<iWorkRateModifier>0</iWorkRateModifier>
<iMissionaryRateModifier>0</iMissionaryRateModifier>
<TerrainImpassables/>
<FeatureImpassables/>
<EvasionBuildings/>
<iCombat>2</iCombat>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iWithdrawalProb>0</iWithdrawalProb>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<DomainMods/>
<YieldModifiers/>
<YieldChanges/>
<BonusYieldChanges/>
<bLandYieldChanges>1</bLandYieldChanges>
<bWaterYieldChanges>1</bWaterYieldChanges>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>1</iCargo>
<iRequiredTransportSize>7</iRequiredTransportSize>
<iBerthSize>1</iBerthSize>
<iAsset>50</iAsset>
<iPower>0</iPower>
<iNativeLearnTime>-1</iNativeLearnTime>
<iStudentWeight>0</iStudentWeight>
<iTeacherWeight>0</iTeacherWeight>
<ProfessionMeshGroups>
<UnitMeshGroups>
<ProfessionType>NONE</ProfessionType>
<fMaxSpeed>1.25</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<ArtDefineTag>ART_DEF_UNIT_CARRIER</ArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
</ProfessionMeshGroups>
<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
Verzeichnisbaum Art-Dateien 3-D-Modell bzw. Button:
--> Zwei Screenshots