-- ReadMe
-- Author: Kiang
-- DateCreated: 2/13/2018 12:56:07 AM
--------------------------------------------------------------
FOR MODDERS: SKIP TO THE "MOD COMPATIBILITY" SECTION FOR
DETAILED COMPATIBILIY INSTRUCTIONS

In addition to my own, this mod would not have been possible
without the hard work of many other individuals. I would like
to credit them here:

Absolutely Invaluable Utilities and Tutorials:
Nomad or What -- Spellcaster animation, unit animation and effects tutorials 
Deliverator -- Unit conversation tutorials, Blender conversion scripts
RJ815 -- "Helicopters Can Fly Over Water" mod, used for understanding how embarkation
works and how to prevent Pegasus Knight from embarking

Models:
Mages -- Civitar, reskinned by me
Pegasus -- WarKirby, converted to Civ V by me
(it uses a reskinned Conquistador for the rider and vanilla Conquistador animations)

Unit Flags:
Pegasus -- Icons Producer
Fire -- Aaron K. Kim
Thunder -- Jory Raphael
Wind -- Andrejs Kirma
...all of these individuals' wonderful artwork was accessed via
The Noun Project. I highly recommend this website for all of your
stock art needs!

The Civilopedia Entries are courtesy of the Fire Emblem Wikia! :)

MOD COMPATIBILITY:

If you are a fantasy modder and would like to add a UU that replaces
one of the units in this mod, just do so like you would for any Vanilla
unit, but be sure to add this mod as a dependency so that it is required
for your mod.

We're working on coming up with a way to check whether or not this mod
is loaded, and adjust the UUs accordingly -- one that the replaces, say,
the Pegasus Knight if this mod is enabled, and the vanilla Knight otherwise.

If you are adding a unit that should BE STRONG AGAINST FLIERS, add the following:

INSERT INTO Unit_FreePromotions
		(UnitType, 					PromotionType)
VALUES	('UNIT_YOURUNITTYPEHERE',	'PROMOTION_KIANG_ANTIFLIER');

If you are adding a unit that IS A FLIER and thus should BE WEAK TO BOWS
AND WIND MAGIC, the following SQL is necessary:

INSERT INTO UnitPromotions_UnitClasses
		(PromotionType, 				UnitClassType,					Attack)
VALUES	('PROMOTION_KIANG_WIND',		'UNITCLASS_YOURUNITCLASSHERE',	somevalue),
		('PROMOTION_KIANG_ANTIFLIER',	'UNITCLASS_YOURUNITCLASSHERE',	somevalue);

Notice that this particular table calls for the UNIT CLASS. This shouldn't be a
problem unless you're trying to do the one very specific thing that thi mod has
trouble accomodating, with is adding "flying" UU to a Vanilla class that should
not normally be considered "flying" -- UNITCLASS_KNIGHT, for example. If this is
the case, I would highly recommend that you just make your new unit replace this
mod's pegasus knight (i.e. set its UnitClass to "UNITCLASS_KIANG_PEGKNIGHT") and
add this mod as a dependency.

IMHO that's the best option in this scenario because there doesn't exist a
UnitPromotions table in the base game that does exactly what we want, and
AFAIK we can't create one without going into the DLL. So you might want to
consider just tacking this mod on as a dependency. It's a pretty light mod.

If you're not ready for that kind of commitment in your life yet, the next best
thing would be to just give your UU its own class, add the appropriate SQL, and
disable your civ from building the unit that it's supposed to replace. Another
option is to just use Lua, but then you might have trouble getting the combat
bonuses to display correctly in the combat preview UI. 