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The game looks for certain entity names for assignment of units. I'd suggest looking through gfx/models/units/ROM/ROM_infantry_01.asset as an example.

Most units are assigned culture wide, they are called "culture_gfx_type" like this:
Code:
roman_gfx_light_infantry

When we create a country specific unit for a country tag it uses the tag instead of culture_gfx like this:
Code:
ROM_light_infantry

So if we created an entity inside an asset file called:
Code:
ETR_light_infantry

It would replace Etruscan light infantry.


In the bottom of the asset docs there's usually also a bunch of clones, essentially entities with the name of what slot they will fill, but with a clone value, stating another entity which they take their data from.
 
create a .asset file in a mod inside gfx/models/units/ with the following code:

Code:
entity = {
    name = "TAG_light_infantry"
    clone = "ROM_light_infantry"
}
entity = {
    name = "TAG_archers"
    clone = "ROM_light_infantry"
}

entity = {
    name = "TAG_camels"
    clone = "ROM_light_infantry"
}

entity = {
    name = "TAG_chariots"
    clone = "ROM_heavy_infantry"
}

entity = {
    name = "TAG_heavy_cavalry"
    clone = "ROM_heavy_infantry"
}

entity = {
    name = "TAG_horse_archers"
    clone = "ROM_light_infantry"
}

entity = {
    name = "TAG_light_cavalry"
    clone = "ROM_light_infantry"
}

entity = {
    name = "TAG_warelephant"
    clone = "ROM_heavy_infantry"
}

Where 'TAG' represents the three letter name assigned to that nation, ROM being the tag of Rome in this case. If you wanted celtic generic units it'd be celtic_gfx_light_infantry as clone source instead.

You can see TAG's by entering debug_mode in console, and hovering tooltips over nations.