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Drogan

Varangian Guard
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Jan 16, 2005
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  • Europa Universalis 4: Emperor
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Any one know how do I use the Rome and DLC unit modules on other countries?

Currently I am trying to change the base greek_grx to the roman one. I found roman_grx but that is the one the latin minors use and not the one rome uses.
 
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.
 
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.

Thanks for the reply so would adding ROM_light_infantry to the country file replace the current one for the individual nation?
 
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.