• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Lyrecryer

Back by Unpopular Demand!
88 Badges
Feb 27, 2010
2.074
13
  • Cities: Skylines - After Dark
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars
  • Crusader Kings II: Conclave
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV
  • Hearts of Iron 4: Arms Against Tyranny
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: La Resistance
  • Prison Architect
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Stellaris: Humanoids Species Pack
  • Europa Universalis III Complete
I want to make brand new uints and buildings for my small mod, I want to know if it's even possible to make new unit types/units from scratch. I see a lot of shells in some of the uints files so I do not know if it's likey.

if it is possible then how can you do it? what steps do I need to do to make my units/buildings be buildable in the game, also, I also want to do some of the tech that will be needed for the units as well. how can you make new tech and is there a limit of tech and uints now?

thanks for reading.
 
New buildings isn't possible, but new units is if you are tricky about it. For the sake of example here is very brief idea to get you started:

Let's say I want to make Awesome Assault Ninjas and I want it to be high powered superinfantry. First thing to do is to add it in infantry.txt as another model, but take off the upgrade line from the previous one. Here's a brief example:

# Elite Infantry Division (1951) - 8
model = {
cost = 7
buildtime = 140
manpower = 10
maxspeed = 6
defaultorganisation = 30
morale = 30
defensiveness = 46
toughness = 38
softness = 100
suppression = 2
airdefence = 8
softattack = 26
hardattack = 9
airattack = 9
artillery_bombardment = 3
transportweight = 10
supplyconsumption = 1.2
fuelconsumption = 0
speed_cap_art = 7
speed_cap_eng = 7
speed_cap_at = 7
speed_cap_aa = 7
[note the missing lines here, I deleted them]

# Mah awesome assault ninjas - 8
model = {
cost = 20
buildtime = 200
manpower = 10
maxspeed = 12
defaultorganisation = 60
morale = 60
defensiveness = 60
toughness = 60
softness = 100
suppression = 6
airdefence = 60
softattack = 60
hardattack =60
airattack =60
artillery_bombardment =60
transportweight = 1
supplyconsumption = 0
fuelconsumption = 0
speed_cap_art = 60
speed_cap_eng = 60
speed_cap_at = 60
speed_cap_aa = 60
upgrade_time_factor = 0.5
upgrade_cost_factor = 1.0

Second, now add new unit namestring in doomsdaytext.csv for the new infantry model:

MODEL_0_8;Awesome Assault Ninjas;[in other languages + shit];X

Quite frankly you could add it in almost any .csv file AFAIK, but since inf '51 is stored there it's easier to keep it organised that way.

Third, add tech name entry in the tech file (infantry_tech.txt) with unused IDs. Let's use this one for example:

# Awesome assault ninjas
application =
{ id = 88880
name = TECH_APP_NINJAS_1_NAME
desc = TECH_APP_NINJAS_1_DESC
position = { x = 80 y = 80 }
year = 1954
# ?
component = { id = 88881 name = TECH_CMP_NINJAS_1_NAME type = general_equipment difficulty = 10 }
# ?
component = { id = 88882 name = TECH_CMP_NINJAS_2_NAME type = artillery difficulty = 10 }
# ?
component = { id = 88883 name = TECH_CMP_NINJAS_3_NAME type = electronics difficulty = 10}
# ?
component = { id = 88884 name = TECH_CMP_NINJAS_4_NAME type = rocketry difficulty = 10 }
# ?
component = { id = 88885 name = TECH_CMP_NINJAS_5_NAME type = training difficulty = 10 }
required = { 10000 }
effects =
{ command = { type = new_model which = infantry value = 8 }
}

Now let's add so it understands the strings in some .csv file:

TECH_APP_NINJAS_1_NAME;Awesome Assault Ninjas;[otherlanguages];;;X
TECH_APP_NINJAS_1_DESC;;;;;;;;;;;X
TECH_CMP_NINJAS_1_NAME;Advanced Ninja Weaponry;[youknowthedrill];;;X
TECH_CMP_NINJAS_2_NAME;Advanced Ninpo Magic;[youknowthedrill];;;X
TECH_CMP_NINJAS_3_NAME;Advanced Psychic Powersss[youknowthedrill];;;X
TECH_CMP_NINJAS_4_NAME;Advanced Ninja Gadgets;[youknowthedrill];;;X
TECH_CMP_NINJAS_5_NAME;Advanced Ninjutsu Training;[youknowthedrill];;;X

Presuming you did everything right you should now have new tab called Awesome Assault Ninjas in your infantry tab with correct string entries. Basically you just need to make a new 'model' of certain unit and tweak it the way you want, add string entries, model entries and such and then add custom icons, research photos and division illustration for the final mix. Making specific sheet to explain each unit (E.G. if you release a mod with tons of custom units) wouldn't hurt in case if they are event activated or using some specific unit as the base file.

As noted the example was done just by making nonsense unit with a new 'model' to which regular infantry doesn't ugprade. You could do bear cavalry given you do the correct steps + proceed to put the aesthetics right or almost anything else you would like to add.
 
Last edited:
Brillent! I'm going to save this on Notepad for prosperity sake. don't want this to get lost in the big fourms at all don't we?
 
Silly me. i appear to have broken the game now. i done what was said but somehow I still manged to screw up. The game just freezes up when I start an senario. should I wait for it to load first as it's reading the new data or I should change the tech/units?

Here the Tech and Units and the this is what it sys in the doomsdaytext.csv:
The Tech:
# Expermental Light Walker
application =
{ id = 88880
name = TECH_APP_EXWALKER_1_NAME
desc = TECH_APP_EXWALKER_1_DESC
position = { x = 80 y = 80 }
year = 1960
# Basic Gatling Cannons and Ammo supply
component = { id = 88881 name = TECH_CMP_EXWALKER_1_NAME type = general_equipment difficulty = 10 }
# Mortar Cannon Attachments
component = { id = 88882 name = TECH_CMP_EXWALKER_2_NAME type = artillery difficulty = 10 }
# Basic Understanding of Computers
component = { id = 88883 name = TECH_CMP_EXWALKER_3_NAME type = electronics difficulty = 10}
# Cannon Adpations to Fire Rockets
component = { id = 88884 name = TECH_CMP_EXWALKER_4_NAME type = rocketry difficulty = 10 }
# "Sink or Swim" Training program.
component = { id = 88885 name = TECH_CMP_EXWALKER_5_NAME type = training difficulty = 10 }
required = { 10010 }
effects =
{ command = { type = new_model which = infantry value = 10 }
}
}
# Basic Light Walker
application =
{ id = 88886
name = TECH_APP_BASICWALKER_1_NAME
desc = TECH_APP_BASICWALKER_1_DESC
position = { x = 80 y = 85 }
year = 1966
# Refinement of Weaponry
component = { id = 88887 name = TECH_CMP_BASICWALKER_1_NAME type = general_equipment difficulty = 10 }
# Enhanced Mortar Cannon.
component = { id = 88888 name = TECH_CMP_BASICWALKER_2_NAME type = artillery difficulty = 10 }
# Basic Computer Systems
component = { id = 88889 name = TECH_CMP_BASICWALKER_3_NAME type = electronics difficulty = 10}
# Anti-Air Missles attachment
component = { id = 88890 name = TECH_CMP_BASICWALKER_4_NAME type = rocketry difficulty = 10 }
# "Be Aware" Training program.
component = { id = 88891 name = TECH_CMP_BASICWALKER_5_NAME type = training difficulty = 10 }
required = { 88880 }
effects =
{ command = { type = new_model which = infantry value = 11 }

}

# Light Walker
application =
{ id = 88892
name = TECH_APP_WALKER_1_NAME
desc = TECH_APP_WALKER_1_DESC
position = { x = 80 y = 90 }
year = 1977
# Titamiunm Armour Plating
component = { id = 88893 name = TECH_CMP_WALKER_1_NAME type = general_equipment difficulty = 10 }
# Tactial Nuke Cannon Fitting
component = { id = 88894 name = TECH_CMP_WALKER_2_NAME type = artillery difficulty = 10 }
# Computer System upgrade
component = { id = 88895 name = TECH_CMP_WALKER_3_NAME type = electronics difficulty = 10}
# Jetpack Capacticy upgrade
component = { id = 88896 name = TECH_CMP_WALKER_4_NAME type = rocketry difficulty = 10 }
# Air Attack training
component = { id = 88897 name = TECH_CMP_WALKER_5_NAME type = training difficulty = 10 }
required = { 88886 }
effects =
{ command = { type = new_model which = infantry value = 12 }
{command = { type = scrap_model which = infantry value = 11 }
}
}
}
# Advanced Light Walker
application =
{ id = 88900
name = TECH_APP_ADWALKER_1_NAME
desc = TECH_APP_ADWALKER_1_DESC
position = { x = 80 y = 95 }
year = 1980
# Shock Absorbers
component = { id = 88901 name = TECH_CMP_DWALKER_1_NAME type = general_equipment difficulty = 10 }
# Main Cannon Upgrade to fire 40mm Shells
component = { id = 88902 name = TECH_CMP_ADWALKER_2_NAME type = artillery difficulty = 10 }
# Targeting Software Installion
component = { id = 88903 name = TECH_CMP_ADWALKER_3_NAME type = electronics difficulty = 10}
# Tactial Nukes Missles Compartments
component = { id = 88904 name = TECH_CMP_ADWALKER_4_NAME type = rocketry difficulty = 10 }
# Squad Tactics Training
component = { id = 88905 name = TECH_CMP_ADWALKER_5_NAME type = training difficulty = 10 }
required = { 88892 }
effects =
{ command = { type = new_model which = infantry value = 13 }
{command = { type = scrap_model which = infantry value = 12 }
}

}

# Robot Light Walker
application =
{ id = 88910
name = TECH_APP_ROBWALKER_1_NAME
desc = TECH_APP_ROBWALKER_1_DESC
position = { x = 80 y = 100 }
year = 2000
# Min Size-Max Ammo Focus
component = { id = 88911 name = TECH_CMP_ROBWALKER_1_NAME type = general_equipment difficulty = 10 }
# EMP Lanchers
component = { id = 88912 name = TECH_CMP_ROBDWALKER_2_NAME type = artillery difficulty = 10 }
# Learning-Enabled AI
component = { id = 88913 name = TECH_CMP_ROBWALKER_3_NAME type = electronics difficulty = 10}
# Unmanned Drone Launcher
component = { id = 88914 name = TECH_CMP_ROBWALKER_4_NAME type = rocketry difficulty = 10 }
# Human Controlled Avatars
component = { id = 88915 name = TECH_CMP_ROBWALKER_5_NAME type = training difficulty = 10 }
required = { 88900 }
effects =
{ command = { type = new_model which = infantry value = 14 }
{command = { type = scrap_model which = infantry value = 13 }
}
}
The Units: (I do know that their is some units that I haven't placed in the tech yet. is that the problem?)
# Expermental Light Walker (1960) - 10
model = {
cost = 10
buildtime = 200
manpower = 5
maxspeed = 12.5
defaultorganisation = 60
morale = 60
defensiveness = 88
toughness = 61
softness = 50
suppression = 4
airdefence = 4
softattack = 40
hardattack = 20
airattack = 4
artillery_bombardment = 8
transportweight = 25
supplyconsumption = 0.1
fuelconsumption = 0.4
speed_cap_art = 11
speed_cap_eng = 12
speed_cap_at = 12
speed_cap_aa = 12
upgrade_time_factor = 0.6
upgrade_cost_factor = 1.2
}
# Basic Light Walker (1966) - 11
model = {
cost = 12
buildtime = 210
manpower = 6
maxspeed = 14.5
defaultorganisation = 65
morale = 65
defensiveness = 90
toughness = 65
softness = 45
suppression = 5
airdefence = 6
softattack = 50
hardattack = 30
airattack = 8
artillery_bombardment = 9
transportweight = 30
supplyconsumption = 0.5
fuelconsumption = 0.8
speed_cap_art = 13
speed_cap_eng = 14
speed_cap_at = 14
speed_cap_aa = 14
upgrade_time_factor = 0.8
upgrade_cost_factor = 1.4
}
# Light Walker (1977) - 12
model = {
cost = 14
buildtime = 250
manpower = 6
maxspeed = 15.9
defaultorganisation = 80
morale = 80
defensiveness = 90
toughness = 70
softness = 30
suppression = 6
airdefence = 10
softattack = 60
hardattack = 60
airattack = 12
artillery_bombardment = 12
transportweight = 35
supplyconsumption = 1.5
fuelconsumption = 1.4
speed_cap_art = 14.5
speed_cap_eng = 15.5
speed_cap_at = 15.5
speed_cap_aa = 15.5
upgrade_time_factor = 1.5
upgrade_cost_factor = 1.5
}
# Advanced Light Walker (1980) - 13
model = {
cost = 16
buildtime = 290
manpower = 8
maxspeed = 20.9
defaultorganisation = 90
morale = 90
defensiveness = 100
toughness = 80
softness = 20
suppression = 7
airdefence = 14
softattack = 80
hardattack = 80
airattack = 16
artillery_bombardment = 15
transportweight = 50
supplyconsumption = 3.0
fuelconsumption = 3.5
speed_cap_art = 18.5
speed_cap_eng = 19.5
speed_cap_at = 19.5
speed_cap_aa = 19.5
upgrade_time_factor = 2.5
upgrade_cost_factor = 2.5
}
# Robot Light Walker (2000) - 14
model = {
cost = 20
buildtime = 365
manpower = 2
maxspeed = 25.9
defaultorganisation = 100
morale = 100
defensiveness = 100
toughness = 100
softness = 0
suppression = 10
airdefence = 20
softattack = 100
hardattack = 100
airattack = 25
artillery_bombardment = 20
transportweight = 75
supplyconsumption = 0.1
fuelconsumption = 10.5
speed_cap_art = 25.9
speed_cap_eng = 25.9
speed_cap_at = 25.9
speed_cap_aa = 25.9

}

And lasty the Doomsdaytext.csv:
TECH_APP_EXWALKER_1_NAME;Expermental Light Walker;;;;X
TECH_APP_EXWALKER_1_DESC;;;;;;;;;;;X
TECH_CMP_EXWALKER_1_NAME;Basic Gatling Cannons and Ammo supply;;;;X
TECH_CMP_EXWALKER_2_NAME;Mortar Cannon Attachments;;;;X
TECH_CMP_EXWALKER_3_NAME;Basic Understanding of Computers;;;;X
TECH_CMP_EXWALKER_4_NAME;Cannon Adpations to Fire Rockets;;;;X
TECH_CMP_EX_WALKER_5_NAME;"Sink or Swim" Training program.;;;;X
TECH_APP_BASICWALKER_1_NAME;Basic Light Walker;;;;X
TECH_APP_BASICWALKER_1_DESC;;;;;;;;;;;X
TECH_CMP_BASICWALKER_1_NAME;Refinement of Weaponry;;;;X
TECH_CMP_BASICWALKER_2_NAME;Enhanced Mortar Cannon.;;;;X
TECH_CMP_BASICWALKER_3_NAME;Basic Computer Systems;;;;X
TECH_CMP_BASICWALKER_4_NAME;Anti-Air Missles attachment;;;;X
TECH_CMP_BASICWALKER_5_NAME;"Be Aware" Training program.;;;;X
TECH_APP_WALKER_1_NAME;Light Walker;;;;X
TECH_APP_WALKER_1_DESC;;;;;;;;;;;X
TECH_CMP_WALKER_1_NAME;Titamiunm Armour Plating;;;;X
TECH_CMP_WALKER_2_NAME;Tactial Nuke Cannon Fitting;;;;X
TECH_CMP_WALKER_3_NAME;Computer System upgrade;;;;X
TECH_CMP_WALKER_4_NAME;Jetpack Capacticy upgrade;;;;X
TECH_CMP_WALKER_5_NAME;Air Attack training;;;;X
TECH_APP_ADWALKER_1_NAME;Advanced Light Walker;[otherlanguages];;;X
TECH_APP_ADALKER_1_DESC;;;;;;;;;;;X
TECH_CMP_ADWALKER_1_NAME;Shock Absorbers;;;;X
TECH_CMP_ADWALKER_2_NAME;Main Cannon Upgrade to fire 40mm Shells;;;;X
TECH_CMP_ADWALKER_3_NAME;Targeting Software Installion;;;;X
TECH_CMP_ADWALKER_4_NAME;Tactial Nukes Missles Compartments;;;;X
TECH_CMP_ROBWALKER_5_NAME;Squad Tactics Training;;;;X
TECH_APP_ROBWALKER_1_NAME;Robot Light Walker;[otherlanguages];;;X
TECH_APP_ROBWALKER_1_DESC;MOOOOOOOOOOO! -Gecko;;;;;;;;;;X
TECH_CMP_ROBWALKER_1_NAME;Min Size-Max Ammo Focus;;;;X
TECH_CMP_ROBWALKER_2_NAME;EMP Lanchers;;;;X
TECH_CMP_ROBWALKER_3_NAME;Learning-Enabled AI;;;;X
TECH_CMP_ROBWALKER_4_NAME;Unmanned Drone Launcher;;;;X
TECH_CMP_ROBWALKER_5_NAME;Human Controlled Avatars;;;;X
 
Last edited:
Check the amount of } between the models. There should be total of only two per each techfile after the last modifier. Example from great war infantry in infantry.tech:

command = { type = enable_task which = amphibious_assault }
}
}
# Early Infantry Division

And just to clarfiy, the x y position (80, 80 in this case) where it is located in the tech screen is a matter of calculating it from the bmp file itself or taking a guess where it is. That position would probably overlap with some other techs slightly or be highly off positioned, but that's something to do once you get it actually working (and same goes for photos and icons).

And as for the language thing, this is how it should look like if it's english only (an example from your walker used). It's not good idea to skip any lines, even though that could be partly put as my fault as I didn't really mention it.

TECH_APP_EXWALKER_1_NAME;Expermental Light Walker;;;;;;;;;;X
 
WHY IS SO FUCKING COMPLEX!? None of the Scrap model commands are working, and removing the command makes the game freeze! What in god name have I done wrong now!? I'm starting to get REALLY annoyed by the whole ordeal. I know it's trail and error but I had nothing but Errors so far.

# Expermental Light Walker
application =
{ id = 88880
name = TECH_APP_EXWALKER_1_NAME
desc = TECH_APP_EXWALKER_1_DESC
position = { x = 80 y = 80 }
year = 1960
# Basic Gatling Cannons and Ammo supply
component = { id = 88881 name = TECH_CMP_EXWALKER_1_NAME type = general_equipment difficulty = 10 }
# Mortar Cannon Attachments
component = { id = 88882 name = TECH_CMP_EXWALKER_2_NAME type = artillery difficulty = 10 }
# Basic Understanding of Computers
component = { id = 88883 name = TECH_CMP_EXWALKER_3_NAME type = electronics difficulty = 10}
# Cannon Adpations to Fire Rockets
component = { id = 88884 name = TECH_CMP_EXWALKER_4_NAME type = rocketry difficulty = 10 }
# "Sink or Swim" Training program.
component = { id = 88885 name = TECH_CMP_EXWALKER_5_NAME type = training difficulty = 10 }
required = { 10010 }
effects =
{ command = { type = new_model which = infantry value = 10 }
}
}
# Basic Light Walker
application =
{ id = 88886
name = TECH_APP_BASICWALKER_1_NAME
desc = TECH_APP_BASICWALKER_1_DESC
position = { x = 80 y = 85 }
year = 1966
# Refinement of Weaponry
component = { id = 88887 name = TECH_CMP_BASICWALKER_1_NAME type = general_equipment difficulty = 10 }
# Enhanced Mortar Cannon.
component = { id = 88888 name = TECH_CMP_BASICWALKER_2_NAME type = artillery difficulty = 10 }
# Basic Computer Systems
component = { id = 88889 name = TECH_CMP_BASICWALKER_3_NAME type = electronics difficulty = 10}
# Anti-Air Missles attachment
component = { id = 88890 name = TECH_CMP_BASICWALKER_4_NAME type = rocketry difficulty = 10 }
# "Be Aware" Training program.
component = { id = 88891 name = TECH_CMP_BASICWALKER_5_NAME type = training difficulty = 10 }
required = { 88880 }
effects =
{ command = { type = new_model which = infantry value = 11 }

}
}
# Light Walker
application =
{ id = 88892
name = TECH_APP_WALKER_1_NAME
desc = TECH_APP_WALKER_1_DESC
position = { x = 80 y = 90 }
year = 1977
# Titamiunm Armour Plating
component = { id = 88893 name = TECH_CMP_WALKER_1_NAME type = general_equipment difficulty = 10 }
# Tactial Nuke Cannon Fitting
component = { id = 88894 name = TECH_CMP_WALKER_2_NAME type = artillery difficulty = 10 }
# Computer System upgrade
component = { id = 88895 name = TECH_CMP_WALKER_3_NAME type = electronics difficulty = 10}
# Jetpack Capacticy upgrade
component = { id = 88896 name = TECH_CMP_WALKER_4_NAME type = rocketry difficulty = 10 }
# Air Attack training
component = { id = 88897 name = TECH_CMP_WALKER_5_NAME type = training difficulty = 10 }
required = { 88886 }
effects =
{ command = { type = new_model which = infantry value = 12 }
}
}
# Advanced Light Walker
application =
{ id = 88900
name = TECH_APP_ADWALKER_1_NAME
desc = TECH_APP_ADWALKER_1_DESC
position = { x = 80 y = 95 }
year = 1980
# Shock Absorbers
component = { id = 88901 name = TECH_CMP_DWALKER_1_NAME type = general_equipment difficulty = 10 }
# Main Cannon Upgrade to fire 40mm Shells
component = { id = 88902 name = TECH_CMP_ADWALKER_2_NAME type = artillery difficulty = 10 }
# Targeting Software Installion
component = { id = 88903 name = TECH_CMP_ADWALKER_3_NAME type = electronics difficulty = 10}
# Tactial Nukes Missles Compartments
component = { id = 88904 name = TECH_CMP_ADWALKER_4_NAME type = rocketry difficulty = 10 }
# Squad Tactics Training
component = { id = 88905 name = TECH_CMP_ADWALKER_5_NAME type = training difficulty = 10 }
required = { 88892 }
effects =
{ command = { type = new_model which = infantry value = 13 }

}
}

# Robot Light Walker
application =
{ id = 88910
name = TECH_APP_ROBWALKER_1_NAME
desc = TECH_APP_ROBWALKER_1_DESC
position = { x = 80 y = 100 }
year = 2000
# Min Size-Max Ammo Focus
component = { id = 88911 name = TECH_CMP_ROBWALKER_1_NAME type = general_equipment difficulty = 10 }
# EMP Lanchers
component = { id = 88912 name = TECH_CMP_ROBDWALKER_2_NAME type = artillery difficulty = 10 }
# Learning-Enabled AI
component = { id = 88913 name = TECH_CMP_ROBWALKER_3_NAME type = electronics difficulty = 10}
# Unmanned Drone Launcher
component = { id = 88914 name = TECH_CMP_ROBWALKER_4_NAME type = rocketry difficulty = 10 }
# Human Controlled Avatars
component = { id = 88915 name = TECH_CMP_ROBWALKER_5_NAME type = training difficulty = 10 }
required = { 88900 }
effects =
{ command = { type = new_model which = infantry value = 14 }

}
}
 
It might be beter idea to simply doing it step by step. Instead of adding tons of models at once, add a single model and see it really works so that you can load up scenario and the game actually recognizes it. Then proceed to repeat it again and see if it works and repeat. If something goes wrong, it's easier to trace the problem.

However modding does require patience. I've hunted a single bug down for over two hours why X didn't upgrade properly. Reason = missing word in the techfile.
 
WHY IS SO FUCKING COMPLEX!? None of the Scrap model commands are working, and removing the command makes the game freeze! What in god name have I done wrong now!? I'm starting to get REALLY annoyed by the whole ordeal. I know it's trail and error but I had nothing but Errors so far.


Unless something changed there can be only 10 models for each division and you have more.
 
Unless something changed there can be only 10 models for each division and you have more.

This has changed. You can now have (in theory) unlimited models. I think I tested this awhile back before progressing on the my mod Alpha.
 
This has changed. You can now have (in theory) unlimited models. I think I tested this awhile back before progressing on the my mod Alpha.

Was like that in HoI2 also, it was just more complex to do it then. (the order of corresponding graphics files.)

It was just that model 10 doesn't work if you try to enable it in the tech tree. But 11 and onwards is fine. Maybe this has not changed?

A question to you, Firestorm; How is the new naming regime for corresponding graphic files for unit models from 10-up?

For Supeerme; If you skip model 10, you still need a 10th entry in the infantry-unit file.
 
Was like that in HoI2 also, it was just more complex to do it then. (the order of corresponding graphics files.)

It was just that model 10 doesn't work if you try to enable it in the tech tree. But 11 and onwards is fine. Maybe this has not changed?

A question to you, Firestorm; How is the new naming regime for corresponding graphic files for unit models from 10-up?

For Supeerme; If you skip model 10, you still need a 10th entry in the infantry-unit file.

I can check the 10 model at somepoint here in Aod as a test. As to your question, we have not done unit graphics yet.