Now that we're importing the real unit prototypes, a logical next step is importing units that are pre-placed on the map, the UNIT units in a BIQ file.
This would add a new section to ImportCiv3.cs. Use Unit.cs in the BiqSections folder of the QueryCiv3 project as the source object. Note that there is a different Unit.cs in the SavSections part of that project that will be used for a subsequent improvement for SAV files.
Other notes:
I believe we might have code so that units will automatically pick up their graphics, but am not 100% sure about that. @maxpetul is the expert on that area.
We don't yet have behavior for all unit attributes, e.g. airplanes. It is not expected that all scenarios' units will work in a sensible way, or even at all, after this. This is just getting them showing up on the map.
It probably makes sense to assign the first player's units (after the barbarians) to the human player, until we get a nation-chooser implemented.
For the time being I'm not adding this to Carthage, but I'm writing it up as a relatively near-term item for scenario support. Still, that could be quite some ways down the road as I think items such as buildings, technology, and tile improvements would add more value sooner.
Now that we're importing the real unit prototypes, a logical next step is importing units that are pre-placed on the map, the UNIT units in a BIQ file.
This would add a new section to ImportCiv3.cs. Use Unit.cs in the BiqSections folder of the QueryCiv3 project as the source object. Note that there is a different Unit.cs in the SavSections part of that project that will be used for a subsequent improvement for SAV files.
Other notes:
For the time being I'm not adding this to Carthage, but I'm writing it up as a relatively near-term item for scenario support. Still, that could be quite some ways down the road as I think items such as buildings, technology, and tile improvements would add more value sooner.