You will be able to many things if you learn this.
The cannon is actually two different units, when you press the deploy button it changes to the next unit.
I was able to make a unit have many different abilities. Hero with lightsaber, blaster, grenades, and jetpack. For each attribute you would press the deploy button, and he switches to the next ability. You can link as many units together as you want.
EXAMPLE:
Unit 1596: Luke with blaster, changes to(unknown36_11: -1 1597 -1 -1)
Unit 1597: Luke with Lightsaber, changes to (unknown36_11: -1 1598 -1 -1)
Unit 1598: Luke with Grenades, changes to (unknown36_11: -1 1599 -1 -1)
Unit 1599: Luke with Jetpack, change back to 1596(unknown36_11: -1 1596 -1 -1)
Ok, this is the basics:
1. Copy the Republic deployed cannon(1537) stats from the civ*units.txt file, and place in your patches file. YOU MUST COPY IT TO EVERY CIV 0-8.
2. Change the unit ids from 1537 to 1596(or the next unit id available if you already added any new units.)FOR NOW I'LL ASSUME THAT YOU ADDED NO NEW UNITS AND SAY 1596. The easy way to do this is to the 'edit' button in notepad, and 'replace' 1537 with 1596.
3. Now copy the deployed cannon stats from civ*units.txt, again, but change the id's to 1597.
4. Copy the unit header for unit 1537 found in the civ*head.txt file, and place in your patches. Change the id to match the id's you used above. Do this for each new unit 1596 & 1597. YOU MUST COPY IT TO EVERY CIV 0-8.
5. Now in your patches file, look for unknown 36_11, and change the 2nd value(1531) to 1597 for unit 1596, and change the (1531) to 1596 for unit 1597. Read carefully!!! This is the unit it will change to when you hit the deploy button.
6. Now open the unit.txt file(commonly known as the master units file), and find the stats for unit 1537. Copy them to your patches twice, one for each new unit 1596 & 1597. This hold the ability to attack for the cannon.
7. Now all you need is the unit counters. Look in the civ*head file, and copy the unit count line to your patches, then change to reflect the proper unit count...
civ_0_unit_count: 1596
civ_1_unit_count: 1596
civ_2_unit_count: 1596
civ_3_unit_count: 1596
civ_4_unit_count: 1596
civ_5_unit_count: 1596
civ_6_unit_count: 1596
civ_7_unit_count: 1596
civ_8_unit_count: 1596
If you notice before we started that the last unit in the game is 1595, the count above is 1596. This is because the counters all start with 0. EX: unit 0, 1, 2 = three units.
8. Next we need the master unit count, look in the units.txt file, copy to your patches then change the count...
unit_count: 1596
9. If you change the following for each of your new units the deploy time is reduced to seconds.
civ_0_unit_1537_unknown21: 18 4.5 change to
civ_0_unit_1537_unknown21: 150 50(I'm can't remember the second number(50), you will have to experiement.)
10. This is where I leave you with two new units. The rest I leave up to you to change these units to reflect the characteristics the way you want them.
"At last we will reveal ourselves to the Jedi, at last we will have revenge!" Darth Maul. [This message has been edited by Sidious Invader2 (edited 02-21-2006 @ 03:46 PM).]
Please read my guide about Genied, on the following link, prior to asking questions. Most questions on how to do some thing HAVE ALREADY BEEN ANSWERED in these threads. They include a link to a download of all the modding tools, and an updated Unknowns guide.
SI's Mod Patch Generator Civ*unit Guide How to add new graphics Exploring the civ header Units.txt guide How to add a new unit
"All to easy!" Darth Vader.
"Wipe them out, all of them!" Darth Sidious.