How to add abilities to units with existing abilitys

Testing some units i want to create. making zombie units for a custom civ(very early into this project) and i want them to be able to build other zombies off of their menus. So how would i go about this?
Essentially I am making a Settler unit have the ability to also some other settlers, either like a town center, the hero with a native guy(blow gun dudes spawn on him) ect.
How to I make an emblem on their menu for this appear and make it work?

Wait what is your mother language? A lot of what you wrote reads really weird.

Making a settler be able to train other settlers should be easy, just add it to the list of units it can train in its protofile.

The zombies could be like chinese monk converting crocodiles into disciples :smile:

Sorry about the bad structure. Was a late night when I posted this and didn’t really review what I typed. lol

So what files should I start investigating? Protoy, abilities, techtree ect.
I tried adding lines to my settler, but I am not sure how to add a new Icon in the menu for the ability. i.e the build menu for mill, barracks, stable ect.

What do you exactly mean by new icon?

If they were to train Settlers wouldn’t it just be the settler’s icon?

So the icon for spawning a settler, like you see in the menu for town center. I cant seem to get it to appear in the settler menu.
I have been trying to add to my abliitiemods.xlm. Settlers don’t appear to have a slot in that file

<abilitymods>
     <Settler>
             <ability>yypIceCream<rof>10</rof><activetimecooldown>true</activetimecooldown></ability>
     </Settler>
</abilitymods>

In my Protomods.xlm
<protomods>
	<unit id="284" name="Settler">
		<command page="6" column="20">Abilities</command>
	</unit>
</protomods>

I can make other icons disappear but I can never get the ability from the ice-cream truck to appear.
Am i entering/ missing someting`Preformatted text`

Abilities are taken from the powers file, so you need to define a new power called yypIceCream in powermods for abilitymods to look up.

Training units doesn’t need an ability, though. You can just add the unit you want to train exactly as you would for a building. One thing to note, though, is, depending of civ, Settlers have a full build list already, so I would set the row, page and column values for the train Settler line to insert it near the top. Maybe choose the same numbers as the house.

If you want the training to be unlocked through a technology, have a look at how an existing technology works, for example White Tiger Training at the Indian monastery.

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Thanks for the feed back. I try this out.
I did manage to get my custom settler to spawn.
Now im working on adding an ability to show up in the hud for the settler.
I have code in my abilities file. I am referencing the original ability just adding in my settler in the file

<abilitymods>
	<abilities>
		<russettler mergeMode="add">
			<ability>ypIceCream<rof>240</rof><activetimecooldown>true</activetimecooldown></ability>
		</russettler>
	</abilities>
</abilitymods>

In my proto file i am not sure if i should use the “train” code line using row page and column or if i should use the “command” line refering to the abilities xlm.

I can get the ability to apear at the towncenter with command row 11 column 0
but i get no luck with the settler class i made using the same lines.