First of all, thanks to AnimalMan that he paved the way to me towards a solution, now i'll explain the right way to have spawning units near building, idea taken from two intrestin RTS game, Rise of Nation:Thrones & Patriots, and the fantasy same-series game Rise of Legends.
In this tutorial i'll explain the procedure of that i have used as a try, so how to enable a militia(ID 74) spawning near a barracks(first ID 12) Only for the Goths, but you can use this guide to to enable any units near any building for every civs you want.
Follow the guide a Know issues list.
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To be noted that I've done all this with Advanced Genie Editor v1.6, because i manage to use this version, so if you use a different version, or other program, i can't help you for eventually issues.
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1.Add a new unit ID in the units Tab, or subscribe the *disabled unit ID, by enabling it from GAIA player(in my case, the new unit ID is 871)
2.Copy without the "include graphics" box checked, the building that you want to auto-spawn the unit(in my case is the barracks, first ID 12), and then past it on your new unit(ID 871)
3.Then, insert any graphic in the 871 unit's standing graphic string, in the "units" Tab, i've used the hand cannoneer's projectile graphic(3396), because is the much little, but soon i'll change it with a new graphic maded by me, a simple transmarent pixel, so you don't see nothing near building
4.After this, delete the ID number in the "dead unit ID" string in the "units" tab of the new unit(ID 871), by typing -1
5.Then copy(even without the "include graphic" box checked) the unit that you want being spawned, here i've copied a militia(ID 74), then paste this unit on a new or *disabled unit, i have pasted it on a new unit(ID 872)
6.Type the same standing graphic number of the unit ID 871 in that string(in my case 3396)
7.Set the dead unit ID of the unit ID 872 by typing -1
8.At the unit ID 871 set its HP to 1, not 0 or -1, then scrolling low, low, the list, you can find a string called "Stack unit", typing here the ID 872, or that used by you chosen unit
9.Then select in the upper bar of the program, the "Techage" Tab, add a new tech in the "Techage Slot", then add a new Effect in the "Effect Slot", switch in the right list and select "Upgrade unit", then type in the "Unit ID" string the number 872, or your units ID, after this, type in the "to unit ID" string the number of the unit that you want to spawn, in my case ID 74
10.Don't forget to enble the use of the techage by selecting in the upper bar of the program the "Research" Tab
11.After This, find in the units list the building that you want to spawn the unit, in my case, the barracks (First ID 12),scroll low, low, and find the strings called "Annex unit", and, in the "Annex Unit 1" string, type the ID 871, or the ID of your chosen unit
12.Now, under the "Annex Unit 1"string, there is another splitted string, here type respectively -2 and 2, so the new unit spawn at the south-angle of the building, like a normal-created unit
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Know issues
The new unit spawned benefit every research improves, except the unit-line upgrades(in my case the militia-line upgrades), but you can resolve this issues by a simply research-techage trick...simply create a new free research that auto-upgrade the unit when the original upgrade line being researched, or you can use this issues as a sympathetic system to have both the militia and man-at-arms(in my case the militia-line)
Another issues, that for me isn't an issues, is that this bonus of the free unit that spawn near a building, create a strategic advantage/disadvantage, because if you reach the population limit, you just need to build other building and you can pass the limit with the free units... but i never reach the population limit!
When you Age Up, some building, in this case the First stage of Barracks(ID 12), auto upgrade to another building, in This case a feudal Barracks (ID 498), this upgrade makes losing the barracks the spawning abilities, so you MUST repeat the steps #11 & #12 to all of the chosen building upgrades
If you don't insert a standing graphic at the step #3 & #6, the game crash!
To create different annexed unit to different civilization, you MUST create other Annex Unit(in my case ID 871), because the annex unit for the building(ID 871) require the same building time of the building where is annexed, same mode, the stack unit(ID 872) in the annex unit(ID 871) require as a base the same unit, if you don't keep attention on this,for example, you'll end up with a militia that benefits the archer bonuses instead the infantry bonuses
________________________________
For other issues or suggest, fell free to tell it to me here!
Sorry for my English, i'm Italian.
Here are some screens:
In this tutorial i'll explain the procedure of that i have used as a try, so how to enable a militia(ID 74) spawning near a barracks(first ID 12) Only for the Goths, but you can use this guide to to enable any units near any building for every civs you want.
Follow the guide a Know issues list.
__________________________________
To be noted that I've done all this with Advanced Genie Editor v1.6, because i manage to use this version, so if you use a different version, or other program, i can't help you for eventually issues.
__________________________________
1.Add a new unit ID in the units Tab, or subscribe the *disabled unit ID, by enabling it from GAIA player(in my case, the new unit ID is 871)
2.Copy without the "include graphics" box checked, the building that you want to auto-spawn the unit(in my case is the barracks, first ID 12), and then past it on your new unit(ID 871)
3.Then, insert any graphic in the 871 unit's standing graphic string, in the "units" Tab, i've used the hand cannoneer's projectile graphic(3396), because is the much little, but soon i'll change it with a new graphic maded by me, a simple transmarent pixel, so you don't see nothing near building
4.After this, delete the ID number in the "dead unit ID" string in the "units" tab of the new unit(ID 871), by typing -1
5.Then copy(even without the "include graphic" box checked) the unit that you want being spawned, here i've copied a militia(ID 74), then paste this unit on a new or *disabled unit, i have pasted it on a new unit(ID 872)
6.Type the same standing graphic number of the unit ID 871 in that string(in my case 3396)
7.Set the dead unit ID of the unit ID 872 by typing -1
8.At the unit ID 871 set its HP to 1, not 0 or -1, then scrolling low, low, the list, you can find a string called "Stack unit", typing here the ID 872, or that used by you chosen unit
9.Then select in the upper bar of the program, the "Techage" Tab, add a new tech in the "Techage Slot", then add a new Effect in the "Effect Slot", switch in the right list and select "Upgrade unit", then type in the "Unit ID" string the number 872, or your units ID, after this, type in the "to unit ID" string the number of the unit that you want to spawn, in my case ID 74
10.Don't forget to enble the use of the techage by selecting in the upper bar of the program the "Research" Tab
11.After This, find in the units list the building that you want to spawn the unit, in my case, the barracks (First ID 12),scroll low, low, and find the strings called "Annex unit", and, in the "Annex Unit 1" string, type the ID 871, or the ID of your chosen unit
12.Now, under the "Annex Unit 1"string, there is another splitted string, here type respectively -2 and 2, so the new unit spawn at the south-angle of the building, like a normal-created unit
_________________________________
Know issues
The new unit spawned benefit every research improves, except the unit-line upgrades(in my case the militia-line upgrades), but you can resolve this issues by a simply research-techage trick...simply create a new free research that auto-upgrade the unit when the original upgrade line being researched, or you can use this issues as a sympathetic system to have both the militia and man-at-arms(in my case the militia-line)
Another issues, that for me isn't an issues, is that this bonus of the free unit that spawn near a building, create a strategic advantage/disadvantage, because if you reach the population limit, you just need to build other building and you can pass the limit with the free units... but i never reach the population limit!
When you Age Up, some building, in this case the First stage of Barracks(ID 12), auto upgrade to another building, in This case a feudal Barracks (ID 498), this upgrade makes losing the barracks the spawning abilities, so you MUST repeat the steps #11 & #12 to all of the chosen building upgrades
If you don't insert a standing graphic at the step #3 & #6, the game crash!
To create different annexed unit to different civilization, you MUST create other Annex Unit(in my case ID 871), because the annex unit for the building(ID 871) require the same building time of the building where is annexed, same mode, the stack unit(ID 872) in the annex unit(ID 871) require as a base the same unit, if you don't keep attention on this,for example, you'll end up with a militia that benefits the archer bonuses instead the infantry bonuses
________________________________
For other issues or suggest, fell free to tell it to me here!
Sorry for my English, i'm Italian.
Here are some screens:
[This message has been edited by AFFA the cleric (edited 05-20-2013 @ 12:07 PM).]