Real Legionary by zenspiderz. 12/03/09

finally a legionary that throws a pilum, thrusts a gladius and digs roads...

What follows are some notes for adding this model to your mod.

This model has ranged attack so artdefines should reflect that..

sample entry..

		<UnitArtInfo>
			<Type>ART_DEF_UNIT_LEGIONARY</Type>
			<Button>Art/Interface/Buttons/Units/legionary.dds</Button>
			<fScale>0.44</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Legion1/legionary1.nif</NIF>
			<KFM>Art/Legion1/legionary1.kfm</KFM>
			<SHADERNIF>Art/Legion1/legionary1_fx.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>0.85</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>

Also this unit has a unique EFFECT which must be reflected in your mods Civ4EffectInfos file.

sample entry for Civ4EffectInfos..

		<EffectInfo>
			<Type>EFFECT_PILUM</Type>
			<Description>Pilum</Description>
			<fScale>1.0</fScale>
			<fUpdateRate>1.0</fUpdateRate>
			<Path>Art/Legion1/pilumthrow.nif</Path>
			<bIsProjectile>1</bIsProjectile>
			<fSpeed>500.0</fSpeed>
			<fArcValue>0.0</fArcValue>
		</EffectInfo>

Note that the <path> reference must point to the pilumthrow.nif in the legionary folder or the effect won't work!!!

This unit also uses the blood effects made by seZereth so if you have these effects in your mod you won't need to add them to this model.  If you don't the model will still work but you won't get the blood effects.

This model also includes animations for building forts but for some as yet unknown reason these anims cause the game to crash 
when triggered. So it is best not to configure the unitinfos to allow fort building.  road building works perfectly.

Don't forget that a road building ability must be enabled in unitinfos.xml and a nonzero value entered into the <workrate> tags (worker = 100). 

EDIT ADDITIONAL - fort building now enabled using a renamed copy of road building anims (which work unlike the build anims)

 
ENJOY
zenspiderz