View Full Version : New Unit: Engineer
pesoloco Feb 08, 2002, 01:23 PM One of the disappointments of CIV III is the lack of the Engineer unit that was introduced in Civ II. Kal-el and tstowe have challenged me to make this unit.
The settler and worker unit will be upgradable to the Engineer after a certain technology (not yet decided). That technology will double the work rate so that the engineer will work twice as fast as the regular workers. The engineer will have the ability to do all worker jobs (except colonize) and be able to build cities.
This is a modern unit that represents engineers of several kinds - civil (roads, rr) , environmental (forests,jungles, and structural (mines), and land developers (city) )
UNIT FINISHED
SEE PAGE 5 FOR DOWNLOADABLE ZIP FILE
tstowe Feb 08, 2002, 02:25 PM An excellent task at hand. Myself (no more than someone with ideas), Stainz (I think is the one who orchestrated this unit), and Mr. Pesoloco (the real worker behind our madness) have thrown this about for a day or so.
Might I add the following brainstorming that has been put on the table thus far (plus some on-the-spot additions):
Idle - Surveying, possibly having his head turning and an arm
motioning as if telling someone to move to the left or right
OR have him step away from the Instrument and read a map
Roads - A Road Grader, plowing dirt across the square, possible
animated dirt scrolling under the blade, while the driver is
looking out of the door occasionally to see the work?
Railroads - No real thoughts here except (is that the correct
accept?) maybe having him slamming a sledge hammer
down on to a spike causing a spark.???
Mines - A Jackhammer, Possibly some rocks and other debris
being thrown around, and for kicks the engineers hat
falling off to the ground and him picking it up. haha
Irrigation - The Engineer holding a waterhose and rotating like
one of those yard sprinklers. haha :lol:
Clearing Forest - Chainsaw and/or the Road Grader? Any
thoughts?
Clearing Pollution - Can we put our engineer in a chemical suit?
What would be your thoughts on this one? The Grader
would do fine for this but it should be changed to
represent the task at hand . . . maybe the driver can wear
the suit?
Build City - Instead of deploying like the Settler does (which is
pretty cool) I think that our High Speed Engineer needs a
wrecking ball or one of those cranes used for building
skyscrapers and the like. ???
pesoloco Feb 08, 2002, 02:28 PM The game uses the same animation both for building roads and for building railroads. With this in mind, are do you still think a road grader would be appropriate or some other animation (the road grader would be fun to make though)
tstowe Feb 08, 2002, 02:30 PM I think the road grader would be far cooler than the sledge hammer set up. :)
Kal-el Feb 08, 2002, 03:05 PM Tstowe & Pesoloco,
here are some other ideas I just had.
for the roads I think he should put down three orange safety cones and then jackhammer in the middle of them.
for the mining he should have a drill - looks similar to a jackhammer but with a drill head.
Kal-el Feb 08, 2002, 03:07 PM here is a pic of the drill head
Kal-el Feb 08, 2002, 03:08 PM another pic
Kal-el Feb 08, 2002, 03:08 PM another
Kal-el Feb 08, 2002, 03:09 PM I found these images using google
pesoloco Feb 08, 2002, 03:13 PM those are some great pics.
I will use them as a model for the unit. thanx :)
Kal-el Feb 08, 2002, 03:24 PM No problem. I have been waiting for somone to take up this task.
Anyone out there who has ctp2 and can get some screens of the city planner in action that would be most helpful.
tstowe Feb 08, 2002, 03:27 PM This may sound completely crazy. . .
Is it possible to "smoke" an area to screen the movement of troops from the enemy inside his own borders? The idea came to me while researching battlefield tactics. The tactical deployment of battlefield smoke screens is used not only to screen troop movement but to also pull the enemy's attention away from the main effort.
Example. using the REAL World Map. I am wanting to move into Mexico from the Texas end of the border with a large army and I want to screen their movement. But I also build up an army along the New Mexico side of that border, but instead of wanting to move that army, because my E-3 has spotted a Mexican PPS-15 unit screening that border. When I am ready to move into Mexico I launch a sizable "smoke" screen (using my now "too cool" engineer unit) from both areas that will black out the terrain to the enemy units (even in city squares).
pesoloco Feb 08, 2002, 03:57 PM Finished the first part of the default animation
I have attached a preview
Kal-el Feb 08, 2002, 03:58 PM that's a great idea, but I can't think of a way to implement it. I will put my brain to work on it though.
you should post that question on the general boards and see if anyone can come up with a useful answer.
Kal-el Feb 08, 2002, 04:01 PM could you thicken his right leg a tad?
I think the radiation suit is what tstowe was talking about when he mentioned the chemical suit.
tstowe Feb 08, 2002, 04:02 PM you sure work fast on these things.
good work
pesoloco Feb 08, 2002, 04:05 PM yeah, i'm sorry - i didnt see the chemical suit mentioned by tstowe
I'll add a little meat to his leg too
About the smoke thing,
the only possible way that i know of to track enemy units in their own territory, ,besides recon, is to use your intelligence agency to plant a spy in their capital and use that spy to steal their plans. This will allow you to see where all their units are and where they move to
Kal-el Feb 08, 2002, 04:08 PM Tstowe,
if I understand you correctly you are trying to prevent the anemy from knowing what you are doing right? Not necessarily trying to figure out what he is doing. Is that right?
pesoloco Feb 08, 2002, 04:15 PM Ok, made his leg a little bigger:
hope this preview shows up. the last one won't show up on my computer
pesoloco Feb 08, 2002, 04:21 PM Anyone out there who has ctp2 and can get some screens of the city planner in action that would be most helpful.
i have never played call to power 1 or 2 so that would be helpful if someone can send me some pics.
pesoloco Feb 08, 2002, 05:08 PM another preview:
(clearing forest)
Kal-el Feb 08, 2002, 05:17 PM that looks kinda naughty
pesoloco Feb 08, 2002, 05:20 PM are you suggesting....
um no. we won't go there
that is NOT what I intended AT ALL!!
pesoloco Feb 08, 2002, 05:22 PM when i editted it. it took it off. here it is again
pesoloco Feb 08, 2002, 05:23 PM oops . forgot to attach it
(taking the image off)
Kal-el Feb 08, 2002, 05:34 PM can you get his whole body into it, or at least his torso?
pesoloco Feb 08, 2002, 06:05 PM sure. in the meantime, here's another preview - first 3 frames of build road (it will be less choppy when its all done
Kal-el Feb 08, 2002, 06:28 PM here are some pics for you I found using google.
pesoloco Feb 08, 2002, 06:32 PM thanks for the pictures. I will tweak the animation.
Kal-el Feb 08, 2002, 06:39 PM it looks great so far. keep up the good work.
have a good weekend.
pesoloco Feb 08, 2002, 06:43 PM Originally posted by Kal-el
have a good weekend.
thanks. you too. I'll probably be spending it on the computer. :lol: I think I'll just start the chainsaw graphics over from scratch.
Kal-el Feb 08, 2002, 09:05 PM since you're going with the road grader for roads why not a tree harvester for forests? here are a couple of pics.
tstowe Feb 09, 2002, 10:01 AM Originally posted by Kal-el
Tstowe,
if I understand you correctly you are trying to prevent the anemy from knowing what you are doing right? Not necessarily trying to figure out what he is doing. Is that right?
That is exactly what i was meaning. At that point of the war, I would be more interested in denying him intelligence of my movements. I would already have combat intelligence of his defenses by that point.
pesoloco Feb 09, 2002, 10:39 AM Here's an updated Road animation. I added some constructions cones like we originally talked about
pesoloco Feb 09, 2002, 12:04 PM a screenshot
Shastram Feb 09, 2002, 12:54 PM Wow, it looks really good, especially the road grater, can you make the cones more of Orange? and maybe put a small "MEN AT WORK" kinda symbol nearby, of course, one cant see whats written, but the shape of MEN AT WORK is pretty much obvious.
Now I cant wait for you to finish this unit up, a definite addition to my game plan, too bad one cant use it to transform terrain, sometimes, I just wanna get rid of the mountains or change the deserts to something else.....
The engineer will also be cleaning up the pollution.. what u planning to do then?
Good Job
Shastram :goodjob:
pesoloco Feb 09, 2002, 01:53 PM Originally posted by Shastram
Wow, it looks really good, especially the road grater, can you make the cones more of Orange? and maybe put a small "MEN AT WORK" kinda symbol nearby, of course, one cant see whats written, but the shape of MEN AT WORK is pretty much obvious.
Now I cant wait for you to finish this unit up, a definite addition to my game plan, too bad one cant use it to transform terrain, sometimes, I just wanna get rid of the mountains or change the deserts to something else.....
The engineer will also be cleaning up the pollution.. what u planning to do then?
Good Job
Shastram :goodjob:
thanks. I'm working on making the cones orange.
unfortunately, we can't make it change the terrain, but we can form the terrain a little bit. (irrigate, roads, mines, etc)
The engineer will wear a radioactive/chemical suit when he cleans pollution
Shastram Feb 09, 2002, 02:06 PM for pollution:
I know the radioactive chemical suit looks like a biohazar suit wore during level 4 biohazard work. I attached a picture of one. I think they look pretty much the same. Maybe a Biohazard or a Radioactive sign displayed nearby .. would be cool.
what do you think?
Shastram :mutant:
Shastram Feb 09, 2002, 02:09 PM Here is another one
pesoloco Feb 09, 2002, 02:25 PM thank you for your pictures. They will come in very handy.
I have attached an updated road animation
(dont worry about the red line that appears in the bottom of some of the animation frames - it has been removed in the final version)
Shastram Feb 09, 2002, 02:47 PM WOW!! see that looks COOOL :)
You do work fast!!!
Shastram:cooool:
pesoloco Feb 09, 2002, 03:09 PM This is a screenshot showing the tree harvesters clearing the forests outside of my city
pesoloco Feb 09, 2002, 04:48 PM I'm on a roll!
Here is the "Captured" animation
This is when the engineer is captured by an enemy
pesoloco Feb 09, 2002, 04:49 PM here is the death animation
pesoloco Feb 09, 2002, 04:59 PM any suggestions for building a fortess?? or should this ability not be given to the engineer?
what about planting forests?
tpasmall Feb 09, 2002, 08:40 PM How about having a crane lifting metal beams up onto a structure for fortress construction? Here are some pictures that i hope will help.
http://oaa.com.my/images/crane_tadano-tr250m.jpg
http://keiko.vestmannaeyjar.is/move/crane.jpg
http://www.smithsonianmag.com/smithsonian/issues97/may97/images/crane.jpg
tpasmall Feb 09, 2002, 08:54 PM The biggest disapointment about civ3 is that i can no longer have my air-unit engineers that i used to convert ocean into land ;)
pesoloco Feb 11, 2002, 06:07 PM another preview
pesoloco Feb 11, 2002, 06:53 PM keeping with the modern machinery theme, I thought this tractor would make a good animation for the irrigation. I didnt dare try the hose and sprinkler after what happened with the chainsaw graphics.
tstowe Feb 11, 2002, 07:22 PM All of them look great Pesoloco. I missed what happened with the chainsaw incident. What happened?
pesoloco Feb 11, 2002, 08:46 PM i took the image off because as one person pointed out, it could be seen in a perverted way
Some bad news: the animation that the game uses for cleaning pollution is the same as the irrigation animations so we cant do both the tractor and chemical suits
pesoloco Feb 11, 2002, 09:32 PM here's the construct fortress animation
pesoloco Feb 11, 2002, 09:38 PM a suggestion:
do you think it would be alright for the engineer to drive a truck instead of run around on foot? How many modern engineers do you know run by foot to their jobs? (actually I suggest this because it would make the movement animation a little easier for me. Moving his legs and arms at 8 different angles would take forever)
The engineer would only drive while he is moving, when he is standing still he would look as usual
tpasmall Feb 11, 2002, 11:05 PM Love the animations, i agree that the engineer driving the truck would be better because, most of his actions are done by machinery anyway. Cant wait for the finished product, this will be by far the best unit created.
pesoloco Feb 12, 2002, 08:23 AM thank, tpasmall.
It's almost done. I just need to do some testing in the game with it.
pesoloco Feb 12, 2002, 08:24 AM have we decided on a technology for it?
tpasmall Feb 12, 2002, 08:30 AM Im not sure what tech would be best, possibly motorized transportation or radio.
pesoloco Feb 12, 2002, 10:19 AM i still need an idea for the plant forest animation
I was thinking maybe the engineer knelt down, planting a tree
any other suggestions?
JeffNebraska Feb 12, 2002, 12:28 PM If you complete this opus, it may be the absolute best and most complete additional unit to date. Looks fantastic so far.
JeffNebraska Feb 12, 2002, 12:29 PM I love the death animation, but do workers/engineers ever die? I guess they sink on ships, but for what circumstance would this animation be useful?
Shaitan Feb 12, 2002, 12:41 PM Originally posted by JeffNebraska
I love the death animation, but do workers/engineers ever die? I guess they sink on ships, but for what circumstance would this animation be useful?
I think the only place the death sequence gets used is cruise missile casualties. Maybe icbm and tac nuke?
pesoloco Feb 12, 2002, 01:12 PM Barbarians kill your workers too
Here's a few more previews:
pesoloco Feb 12, 2002, 01:13 PM another preview (planting forests)
tpasmall Feb 12, 2002, 02:06 PM the truck looks really good, so does the plant forest, cant wait for this unit to be complete
Kal-el Feb 12, 2002, 02:25 PM I think the truck idea is solid. So long as the idle animation stauys with him surveying.
pesoloco Feb 12, 2002, 05:08 PM dont worry. thats what i had intended. He may drive around but once he stops, he looks like he usually does - surveying
Everything is finished now.
Just wrapping it all up
I added some sounds to it too
Willem Feb 12, 2002, 08:27 PM Originally posted by pesoloco
*** UNIT FINISHED ***
One of the disappointments of CIV III is the lack of the Engineer unit that was introduced in Civ II. Kal-el and tstowe have challenged me to make this unit.
The settler and worker unit will be upgradable to the Engineer after a certain technology (not yet decided). That technology will double the work rate so that the engineer will work twice as fast as the regular workers. The engineer will have the ability to do all worker jobs (except colonize) and be able to build cities.
This is a modern unit that represents engineers of several kinds - civil (roads, rr) , environmental (forests,jungles, and structural (mines), and land developers (city) )
The engineer is still under construction (no pun intended)
but here is a preview:
One problem. You need to have all the Worker flags checked before the AI will understand what to do with it. So you'll have to have the Build Colony flag set as well. I discovered that while trying to build a Farmer worker, one who only irrigates. It wouldn't work. Although that might change with 1.17f, who knows.
tpasmall Feb 12, 2002, 08:28 PM woo, i have to give you a pat on the back for this one, alot of time went into it and this will be the greatest
Furry Spatula Feb 13, 2002, 10:03 PM Radio may be the tech to add to engineers. After all they have their walkee-talkee's with them quite often, well city workers do. But is that too late in the game? that would mean they'd be around for pretty much only one era, and in my games i usualy dont get a chance to use nukes, I need to turn off cultural victory i think :).
Kal-el Feb 14, 2002, 12:34 PM I am trying to remember which tech increases the worker's rate to the modern worker?
Shaitan Feb 14, 2002, 12:39 PM Replaceable Parts is the tech where worker speed doubles.
Kal-el Feb 14, 2002, 12:51 PM So, either that needs to be moved forward, to say industrialization, or the engineer doesn’t show up until the modern era. Otherwise there is too short a period between the modern worker and the engineer.
Thoughts?
tpasmall Feb 14, 2002, 04:37 PM I agree with you Kal, thats only like 2 or 3 tech advances difference. I think double worker speed should be moved back to indust. considering at that time new technology was available to complete tasks much quicker.
pesoloco Feb 14, 2002, 05:35 PM has anyone tried having two technologies with the "double work rate" checked?
The reg worker would be the usual work rate
modern worker would be double the reg
engineer would be double the modern (4 times the reg)
It was just an idea I had. Who knows? This may even crash the game. I guess we'll just have to try it and see....
Kal-el Feb 14, 2002, 05:44 PM well, thats two of us. Anybody else have any thoughts on this?
Dragon Warrior Feb 14, 2002, 05:45 PM you could just have the engineer replace the modern worker
:groucho: :ar15: :rocket3:
Kal-el Feb 14, 2002, 05:48 PM I haven't tried it yet, but that was the premise behind this unit in the first place. it would be easy to test. just flag pottery and warrior code or some such early techs and see what happens.
I can't do this right now and I don't know when I would be able to but, that is the easiest way to test it.
tpasmall Feb 14, 2002, 09:12 PM Replacing the modern worker wouldnt be any good because the engineer isnt designed to build colonies....
tpasmall Feb 14, 2002, 09:15 PM Oh yeah, i cant get the download to work, or is it not up yet?
Umask077 Feb 16, 2002, 09:31 PM It looks really cool, but the link seems to be to a preview and not to the unit.
Says unit finished, am I being premature?
Thanks
pesoloco Feb 16, 2002, 10:56 PM NEW VERSION AVAILABLE:
i took off the old version and made some changes.
see later post below for updated version
Shastram Feb 17, 2002, 02:52 AM I just downloaded the unit, i'm going to try it now.. just wanted to ask your permission to add your unit to my new mod that i'm working on. Once the mod is over, i'll make sure to upload it on civfanatics ...
can I? :crazyeyes
Shastram Feb 17, 2002, 03:35 AM thought i'd let you know that while i was installing it, found a couple of mistakes in ur readme.txt:
firstly: \art\Civilopedia\66Engineerlarge.pcx Large Pedia Icon
\art\Civilopedia\66Engineersmall.pcx Small Pedia Icon
shouldn't this path be: \art\Civilopedia\Icons\units
just to make it simpler for the newbies to know that.
Secondly, in your engineerpedia.txt, the name of the file for pediaicons.txt is written as: 65Enginnersmall.pcx, whereas you called the pedia icons 66Engineer...
Also, I know you guys discussed as to what should be the tech leading to Engineers, although I think Replacable parts seems more appropriate, I like your choice of Motorized transportation. One thing though, shouldn't we make the engineers AIRLIFT? I mean in our modern world, engineers are always traveling from one place to another via planes of course!
Ok now i'm going to try it.. i love the idea of this unit! I bet it looks great
Thanks
Shastram
p.s. thanks for putting my name in ur readme.txt :)
pesoloco Feb 18, 2002, 09:49 AM Originally posted by Shastram
thought i'd let you know that while i was installing it, found a couple of mistakes in ur readme.txt:
firstly: \art\Civilopedia\66Engineerlarge.pcx Large Pedia Icon
\art\Civilopedia\66Engineersmall.pcx Small Pedia Icon
shouldn't this path be: \art\Civilopedia\Icons\units
I wrote that readme in about 2 minutes and didnt really proofread it. I will look it over and make the necessary changes and repost it.
About adding it to the mod, I have no problem with that as long as you credit me, pesoloco, with creating it.
Shastram Feb 18, 2002, 04:40 PM Absolutely Sir.
Regards
Shastram
pesoloco Feb 18, 2002, 08:55 PM Originally posted by Shastram
Absolutely Sir.
Regards
Shastram
What is your mod about? Please notify me when it is done so I can download it. If you need help with any more units, feel free to contact me via e-mail or post on the forum. Have fun with the engineer! :)
Shastram Feb 18, 2002, 10:18 PM For the mod, i'm just making some changes, making it better, adding some more civs that I like.. what i eventually want to do is make an INDIAN MOD. For people playing with Indian Civs, some more special units for India and things like that. For that I might need some help, i have some good ideas in mind, as a matter of fact, maybe we can prepare this mod together. You are so good with units. I tried the engineer, i made it a starting unit and damn .. amazing animations. I am going to really enjoy having him in my game :)
Thanks & Regards
Shastram
pesoloco Feb 18, 2002, 11:03 PM Originally posted by Shastram
For the mod, i'm just making some changes, making it better, adding some more civs that I like.. what i eventually want to do is make an INDIAN MOD. For people playing with Indian Civs, some more special units for India and things like that. For that I might need some help, i have some good ideas in mind, as a matter of fact, maybe we can prepare this mod together. You are so good with units. I tried the engineer, i made it a starting unit and damn .. amazing animations. I am going to really enjoy having him in my game :)
Thanks & Regards
Shastram
sounds cool. good luck and if you need any assistance, don't hesitate to ask - I'm happy to help make any units you may need.
JeffNebraska Feb 19, 2002, 11:56 AM How are people implementing this unit? I'm VERY excited about putting it in before I start my next game, but I have a few questions.
Can we just ignore the modern worker change over in graphics that's hardwired into the game?
Do we add this as a free upgrade to regular workers available with some tech, while simultaneously adding double worker rate to that tech?
Will the computer know to upgrade workers? Will it bother? After all, the only reason to do this is to change the graphics. If the work rate is part of the tech advance, your old workers will work at the same pace as the engineers. Maybe the computer will just do it for new workers created, though I stop building workers sometime around the beginning of the middle ages, because of all those I capture.
Love to hear some thoughts from anyone who's already put the engineer in place.
Kal-el Feb 19, 2002, 12:51 PM here is my plan, though i haven't implemented it yet.
create new unit laborer = current modern worker, available with steam power - moves two - change steam power to double worker rate instead of current tech replacebale parts.
create new unit engineer = use this unit, available with motorized transport, or something around there, moves three - motorized transport would then double worker rate (or whatever tech you make the engineer available with).
giving the additional movement should give the ai an incentive to upgrade to the engineer.
Bjorn Bjornson Feb 19, 2002, 01:44 PM ok modern worker is NOT A NEW UNIT! it is just the worker unit with "modern" looking animations that start in the industrial ages
just put yer engineer wherever, and make workers upgrade to engineer.
and then if yer so worried about the work rate, make it so replaceable parts doesnt give work bonus, but the tech with yer engineer unit does! (or hell make them both!)
pesoloco Feb 19, 2002, 03:01 PM This is how I set it up:
The engineer has the abilities of both the settler and engineer, as well as airflift ability, and a larger move factor.
Both settlers and workers upgrade to the engineer.
The modern worker comes in at steam power and doubles the rate
The engineer comes in at replaceable parts and doubles the rate
This seems to work pretty well. Might need some more testing though.
purplexus Feb 20, 2002, 06:09 AM Being that i am a canuck.. are you able to make a MOUNTIE? animation?.. If you were to take the Horseman and made his
upper half a Red coat with black rank stripes on the shoulders.. wearing a big Brown hat with a black stripe on it and his pants all black with a yellow strip following the outside seam of his leg and his pike being turned into a flag pole with the Canadian flag whispering in the wind from his charge i think it would be perfect
I know when the Canada civ mod came out MANY MANY MANY people felt the mountie would be a cool unit. I have already made a horseman into a Mountie already just that it doesn't look right and their is no distinction from the horseman and the mountie :( because i don't know how to make animations
OH!.. Anyone here know how to creat wonders?????
anytime i create one i get to the screan where it loads up the Wondersplash art file and it crashes.. HELP!!!
pesoloco Feb 20, 2002, 07:28 AM Originally posted by purplexus
Being that i am a canuck.. are you able to make a MOUNTIE? animation?.. If you were to take the Horseman and made his
upper half a Red coat with black rank stripes on the shoulders.. wearing a big Brown hat with a black stripe on it and his pants all black with a yellow strip following the outside seam of his leg and his pike being turned into a flag pole with the Canadian flag whispering in the wind from his charge i think it would be perfect
I know when the Canada civ mod came out MANY MANY MANY people felt the mountie would be a cool unit. I have already made a horseman into a Mountie already just that it doesn't look right and their is no distinction from the horseman and the mountie :( because i don't know how to make animations
OH!.. Anyone here know how to creat wonders?????
anytime i create one i get to the screan where it loads up the Wondersplash art file and it crashes.. HELP!!!
I will put the mountie on my to-do list. Sounds like a cool unit. It would only be available to Canada I'm assuming, right?
As far as the wonders, the reason the game is crashing is because it doesn't know what picture to show for new wonders. What you need to do is go into CivEdit, and count (starting at 63) up to your wonder to see which number corresponds to your wonder.
For example:
63 Battlefield Medicine
64-72 Spaceship parts
If you haven't added any improvements or wonders the next slot would be 73.
Then, open PediaIcons.txt and look for the section that looks like this:
#WON_SPLASH_62
art\wonder splash\intell.pcx
#WON_SPLASH_63
art\wonder splash\Battlefield Medicine.pcx
Add your own picture at the end
For example, let's say I added a wonder and it was number 73 in the list, I would add:
#WON_SPLASH_73
art\wonder splash\my file.pcx
Hope that helps
pesoloco Feb 20, 2002, 05:56 PM NEW VERSION OF ZIP FILE AVAILABLE HERE:
(first version removed after 114 downloads)
changes:
updated readme.txt
updated engineerpediatext.txt
(ver. 2 removed after 83 downloads)
Version 3.0 Available:
changesL
updated engineerpediatext.txt
purplexus Feb 21, 2002, 12:13 AM Thanks a bunch for the for the info on the wonders.. yup that was the problem.. created a wonder that when you build it creates a depot for the new deputies in each city.. each depot reduces the corruption. you must have built 8 depots already
with the depots costing 80 shields and the WONDER costing 600
shields. courthouse has been removed from play in this game.
Wonders name is the TRAINING DEPOT. it was the only way i could think of placing a wonder of this type. didn't make sense to build a Supreme court in order to place a courthouse in each city.
made sense for the training depot because the Deputy is able to wonder away from the Training depot and build a depot once arriving in a city... Now if all i had was a mounty
purplexus Feb 21, 2002, 12:15 AM thx
purplexus Feb 21, 2002, 04:58 AM SYSTEM FREEZES!
When trying to run the attached mountierun.flc the civ3 games freezes.. since i am new at trying to create these things.. what did i do wrong?
I took the Horsemanrun.flc and edited the frames within that is all.
not all of them are completed but should i be using animation workshop 3? the number of flics is the same and the size should also be the same.
sending it to ya hoping you'll look at it a sec
really appreciate it.
pesoloco Feb 21, 2002, 02:29 PM I think you should start a new thread for the mountie unit rather than put mountie files on this one.
pesoloco Feb 21, 2002, 02:33 PM Originally posted by purplexus
When trying to run the attached mountierun.flc the civ3 games freezes.. since i am new at trying to create these things.. what did i do wrong?
really appreciate it.
you might want to check your mountie units ini file. First of all it must have the same name as the sub folder it is in. that sub folder must have the same name as the unit in the editor.
Check the RUN= line and make sure it is set to the name of your file: mountierun.flc
your file must have an animation for the DEFAULT= line or the game will freeze up
I will check the zip file for the flc and see if i can get it to work on mine.
p.s. the picture looks cool
pesoloco Feb 21, 2002, 02:39 PM ok. i just checked your file with FLICSTER
the following problems occurred:
FRAME COUNT: (0 frames x 0 directions)
Directions: 0
FlicAnimHeaderSize: FAIL
Original Geometry: FAIL
Did you use FLICster to make the FLC. Civ Unit FLCs are not plain FLC files. You must use a program like FLICster to make them. You can get FLICster from the Utilities section of the forum.
I use Paint Shop Pro (free from download.com) and FLICster to create my units.
I think if you use the new version of FLICster it may solve your problem
Razorwing Mar 01, 2002, 05:55 PM I'd like to report an error. In the Civilopedia entry, your #DESC_PRTO points to Settler instead of your unit.
Personally I've tweaked the rules so that settlers cost 40 shields - to slow down the initial city sprawl so the game stays fun longer - leading to the engineer costing 80 shields. Also I didn't follow up on having Motorized Transportation increase the speed of workers, because that means ordinary workers speed up as well, and they already do that in the game once.
On the other hand I gave the engineer the Scout ability of treating all terrain as road - makes sense since they have all kinds of terrain vehicles. And I upped the pop cost to two since it's a settler and not a worker.
Thanks for a great unit, pesoloco : )
pesoloco Mar 01, 2002, 11:37 PM Yep. yer right it did point to the settler.
I never used the civilopedia file in my own game so it never was tested.
Anyway, here is a fixed civilopedia file:
Razorwing Mar 02, 2002, 05:00 AM You might want to tuck the modified text file in your zip, then edit your initial post to reupload the new zip file =)
pesoloco Mar 02, 2002, 09:50 AM NEW VERSION 3.00 POSTED
SEE PAGE 5 FOR DOWNLOAD
or get it here:
Solidus~Snake Mar 16, 2002, 07:30 PM I have a pretty crappy .pcx editor and I am having some major problems inserting the engineer.pcx into the units_32 file.
Could you please post your units_32 file with the engineer pic in there. This would help me a lot.
JeffNebraska Mar 18, 2002, 08:20 PM I have just reached the point of getting to use my engineers for the first time since i've installed them and, unfortunately, they are showing up as a modern worker and there don't seem to be a dang thing I can do about it.
What's odd is that when I set the requirements to nothing to test them out when they were first installed, they worked fine with all the graphics done by Pesoloco. My suspicion is that whenever the advancement with the "double worker productivity" ticker is discovered (i.e., in my mod industrialization) the hard coded game replaces all the workers with modern workers. Because I used the multi-tool to develope the engineer off the frame of the worker, I think the game is treating my engineers as regular workers.
Has anyone seen this or developed a work around?
Dark Sheer Mar 18, 2002, 08:28 PM Originally posted by JeffNebraska
I have just reached the point of getting to use my engineers for the first time since i've installed them and, unfortunately, they are showing up as a modern worker and there don't seem to be a dang thing I can do about it.
What's odd is that when I set the requirements to nothing to test them out when they were first installed, they worked fine with all the graphics done by Pesoloco. My suspicion is that whenever the advancement with the "double worker productivity" ticker is discovered (i.e., in my mod industrialization) the hard coded game replaces all the workers with modern workers. Because I used the multi-tool to develope the engineer off the frame of the worker, I think the game is treating my engineers as regular workers.
Has anyone seen this or developed a work around?
Are you using the engineer graphic as a replacement for modern worker or are you making the engineer as an upgrade for the modern worker?
If you are just using the graphic as a replacement for modern worker here is what I suggest you do (which is how I do it ;) ) :
1) Unzip the engineer flcs into worker industrial ages.
2) Rename worker industrial ages folder to say, worker temp
3) Rename worker modern times (both folder and ini file) to worker industrial ages
4) Rename worker temp to worker modern times and rename engineer.ini to worker modern times.ini
If you make engineer as an upgrade for worker, then you need to upgrade the worker just like any other military units before the engineer graphic will show. :king:
pesoloco Mar 18, 2002, 08:51 PM Originally posted by Dark Sheer
Are you using the engineer graphic as a replacement for modern worker or are you making the engineer as an upgrade for the modern worker?
If you are just using the graphic as a replacement for modern worker here is what I suggest you do (which is how I do it ;) ) :
1) Unzip the engineer flcs into worker industrial ages.
2) Rename worker industrial ages folder to say, worker temp
3) Rename worker modern times (both folder and ini file) to worker industrial ages
4) Rename worker temp to worker modern times and rename engineer.ini to worker modern times.ini
If you make engineer as an upgrade for worker, then you need to upgrade the worker just like any other military units before the engineer graphic will show. :king:
I believe that this will work. I did not realize that was a problem. I never played it far enuff into the game to really test it out. Let me know how things turn out.
JeffNebraska Mar 19, 2002, 12:02 PM I did want to make the engineer an "upgrade" from the worker and settler because I was giving them a movement of two and the ability to settle cities.
Here's what I tried last night and what I saw. I realized I needed to tinker with the modern worker and industrial worker folders. If you just make the Engineer an upgrade, the units upgrade in the sense that their title and stats change, but the modern worker graphics are the only ones shown.
I put my engineer files in the industrial worker folder, pretty much like what you suggested, but I got some weird results. Regular workers became engineers, which was not too surprising since I was in the industrial age. Engineers (i.e., workers who I paid to upgrade), however, reverted to the modern worker graphics. That was quite surprising.
So... the ideal goal is to get all the workers looking like they normally do UNTIL I upgrade them, and then have them looking like engineers. I, of course, also want the upgrade to change their stats and abilities. I haven't played with this enough yet, but I'm not sure if my ideal is attainable.
JeffNebraska Mar 19, 2002, 12:11 PM So with Dark Sheer's technique, the engineer graphics appear when you hit modern times, but gameplay is unaffected. It's an elegant solution, but I would like to be able to tinker with the stats and make it an actual "upgrade." Let me know what you guys can figure out.
pesoloco Mar 19, 2002, 04:43 PM What I have done is put all the engineer graphics in a folder called "Engineer" and created the Engineer as a separate unit. (I think should be separate because realistically, the engineers do all the planning and blueprinting and leave the hard work to the laborers. Although, one could argue that this unit represents an engineer and a team of workers since it is able to do so many things by itself)
Anyway, my theory is this:
- The worker is changed to modern worker somewhere around steam power or steel, right?
- So, if we have the workers upgrade to the Engineer at say, Motorized Transportation ( a little later ), they would change into the new engineer unit and have all its stats and abilities
- One could still hold on to workers and they would still look like modern workers.
- The engineer would not be hindered by modern worker graphics but rather have its own unique graphics since it is a different type of unit.
- I am about to try this out and I think it may just work
Cobweb Mar 19, 2002, 11:19 PM I enjoy messing around with different ways of using your engineer. You've done a marvelous job. . .but of course, you have already heard that. One problem. . .during game play the engineer loses it's main sounds (Irrigate, mine, etc,.) I still have all other sounds. . .units, environment, music. . .everything. The engineer still performs it's tasks but no tractor, grader or sounds associated with them. Please tell me this is a simple problem. I've tried restart, delete and reinstall engineer, downloading it again and re-installing. Nothing.
Hope someone can tell me how to solve this, the fx and graphics are a major part of the enjoyment with this unit.
pesoloco Mar 19, 2002, 11:27 PM I'm glad ya'll like the engineer. At least I know my work wasn't in vain.
As for the sounds, I have one question. Do the sounds work for a while and then stop or do they not work at all?
If they don't work at all, check the engineer.ini file to make sure all of the mentioned wav files are located in the same folder as the unit. I think someone mentioned putting the engineer animations in the Worker Industrial folder. If you did this, and now want to create the engineer unit, make sure you move all the wav files over to a folder called Engineer.
Another possibilty is that because the sounds are not very loud, the background music may be overpowering them.
Good luck!
Cobweb Mar 19, 2002, 11:41 PM Appreciate the quick reply. The sounds work fine for a while and then they become intermittent. Never had this problem before. Checked ini and all looksto be matched up. As for noiose level. . .I have tried it with and without environmental sounds. One other thing that might add some light. I just discovered that everytime the sound departs it seems to take the engineer's ability to respond to keyboard commands???
I can still use the engineer utililizing the buttons and forgetting the fx and graphics. Any ideas??
JeffNebraska Mar 20, 2002, 12:01 PM Pesoloco,
This is pretty tough to explain in writing, but when I just add the Engineer unit, as I did with the five other units in my mod, the engineer graphics you made (i.e., the reason we all love unit) never show up. Instead, the hard code usurps the unit, which is copied from the worker using the civcopytool, and make its a modern worker in every respect.
On my post on the main board, I think Dark Sheer has offered a fix. You base the engineer on the warrior instead of the worker. He says when you tick off all the terraforming tasks (e.g., mine, irrigate, etc.) the option to tick of the terraform AI function will appear. This way, you get the Engineer into the game with no guff from the hard coding.
I think I'll have to wait to complete my current game before I start making these major changes, but I'll let you know if it works when ever I get back to it.
pesoloco Mar 20, 2002, 12:09 PM About the sounds, I have never experienced that problem on my computer or the programming refusing to use keyboard. One thing you may want to try is just reinstalling civ and the engineer. Perhaps this will solve the problem since I am unable to determine what is causing the problem.
Yes, you do need to check all worker jobs to make the Terraform AI checkbox light up. I have it that way on my computer but I just forgot to make the changes in the readme. (sorry)
As for the hardcode graphics taking over, I will investigate this furthur. One question, though, if I may ask, are you using this unit as a separate unit or just causing it as a replacement for modern worker graphics?
JeffNebraska Mar 22, 2002, 10:48 AM Separate unit. Along with the engineer, I have successfully added and played whole games with the crossbowman, gunship and the Perry Class frigate. I think I'll just have to wait till my next game, remove the engineer and re-add it from scratch. Without using the civcopytool. That ought to fix it.
What's the key I press to make the add, delete buttons show up without the hacked civeditor? Or do I need the hacked civeditor to get the remove function at all?
pesoloco Mar 22, 2002, 11:43 AM Without the hacked editor, hit tab to move the focus to the Rename button
Push A for Add
Push D for Delete
GIDustin Apr 02, 2002, 06:52 PM Originally posted by pesoloco
Without the hacked editor, hit tab to move the focus to the Rename button
Push A for Add
Push D for Delete
Dude That is awesome How did you ever figure that out?
Now I guess there is no need for a hacked civ3edit 1.17f
BTW Nice unit. Can I get permission to add it to my modpack (which seems like it will never get done cuz people keep making really cool stuff)?
pesoloco Apr 02, 2002, 06:55 PM Originally posted by GIDustin
BTW Nice unit. Can I get permission to add it to my modpack (which seems like it will never get done cuz people keep making really cool stuff)?
Sure, you may use the engineer or any of my other units so long as you give me, pesoloco, credit for my work.
pesoloco Apr 02, 2002, 07:45 PM Originally posted by nonnob3
To Pesoloco,
Hi,
I have included your engineer in my game, Great Unit!!!!!!!!!!!!!
:goodjob:
cool. glad to see its being put to good use :)
pesoloco Apr 06, 2002, 11:02 AM What I have done with this (as an added bonus) is give the engineer a 0 pop cost. This way your cities don't go down when you build them.
pesoloco May 01, 2002, 09:06 PM Lot's of people have been asking me what aabilities this unit has.
Give your engineer the following abilities:
-Load
-Pillage
-Build Colony
-Build City
-Build Railroad
-Build Fort
-Build Mine
-Irrigate
-Clear Forest
-Clear Jungle
-Plant Forest
-Clear Pollution
-Automate
-Join City
This will activate both the "SETTLE" and "TERRAFORM" AI stategies. Check them both so the AI will use the engineer properly
Infernal knight May 04, 2002, 04:24 AM I have interesting idea - All eras must have their oun workers (I write this idea already):
Ancient Era - Foot Worker
Middle Age - Horse Worker
Industrial Era - Your worker
Modern Era - ROBOT worker!
Cool isn't it?
pesoloco May 04, 2002, 09:18 AM Originally posted by Infernal knight
I have interesting idea - All eras must have their oun workers (I write this idea already):
Ancient Era - Foot Worker
Middle Age - Horse Worker
Industrial Era - Your worker
Modern Era - ROBOT worker!
Cool isn't it?
a good idea :)
Vuldacon Apr 24, 2003, 04:49 PM Pesoloco, I thought the Engineer should have a Run sound. I made this sound that works well for him.
pesoloco Apr 25, 2003, 11:23 PM Thanks, Vuldacon. That sound is perfect.
Vuldacon Apr 26, 2003, 08:40 AM Pesoloco, Your Engineer is Such a neat Unit with all the Cool Ways he does his Work Orders...a Real MUST Have Unit for the CIV Game...Thanks again for Making him. Everyone should have him in their game. As for the sound, it was my pleasure and BTW, I have a lot of Fun with your Balloon and Napalm Bomb :goodjob:
pesoloco Apr 29, 2003, 06:26 PM Originally posted by Vuldacon
Pesoloco, Your Engineer is Such a neat Unit with all the Cool Ways he does his Work Orders...a Real MUST Have Unit for the CIV Game...Thanks again for Making him. Everyone should have him in their game. As for the sound, it was my pleasure and BTW, I have a lot of Fun with your Balloon and Napalm Bomb :goodjob:
Thanks, Vuldacon, glad to hear it:)
nonnob3 May 01, 2003, 11:46 AM The Engineer is a "Masterpiece" Unit made by Pesoloco! :D
Vuldacon Jul 17, 2003, 03:07 PM Here is a changed Large.pcx file for Pesoloco's Engineer. I just added a Sunburst behind the Bridge and changed the Color toward a Grey Blue. Also included the same picture with no color.
...no big deal, just didn't like the (purple) original Large.pcx.
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