View Full Version : Pack of Galley Variants
Rabbit, White Oct 15, 2006, 09:28 AM This was requested by Arne. Basically the idea was for some variants of the Galley - some barely different, others more different, to create a bunch of ancient trade/cargo ships. To get the most out of these you probably should retexture them, 'cause otherwise for some of them you might not even notice the difference. :)
Download (http://forums.civfanatics.com/downloads.php?do=file&id=2990)
Since these are suppose to be trade ships, all have their shields removed. The following screenshots show all the Galley variants with quick notes as to what was changed. In addition there are two Trireme variants here - one with only one sail, the other with no sails at all.
(first screenshot shows the vanilla galley at top right corner)
http://img242.imageshack.us/img242/7941/ashipspic1lq3.th.jpg (http://img242.imageshack.us/img242/7941/ashipspic1lq3.jpg) http://img242.imageshack.us/img242/5761/ashipspic2md8.th.jpg (http://img242.imageshack.us/img242/5761/ashipspic2md8.jpg) http://img242.imageshack.us/img242/4862/ashipspic3lw8.th.jpg (http://img242.imageshack.us/img242/4862/ashipspic3lw8.jpg)
Direct Download (http://forums.civfanatics.com/downloads.php?do=file&id=2990&act=down)
Enjoy
NikNaks Oct 15, 2006, 10:25 AM Nice boats. I can put these to use somehow, I'm sure. :goodjob:
ohcrapitsnico Oct 15, 2006, 12:38 PM I miss the civ III units.:cry:, except for the spearman. Thats why my favorite is the one with 2 sails:)
sepamu92 Oct 15, 2006, 12:45 PM You still got it Rabbit! ;) It looks like the one with no head and tail, with a reskin, can become the new "standard" galley, while the vanilla galley can be Longboat Viking 2nd UU.
Jeckel Oct 15, 2006, 07:04 PM Yes, these are super WR. :thanx: :goodjob:
GeoModder Oct 16, 2006, 08:53 AM ARRGGGGHHHH! Your simply forcing me to mod these in!
Rabbit, White Oct 17, 2006, 08:16 AM You still got it Rabbit! ;) It looks like the one with no head and tail, with a reskin, can become the new "standard" galley, while the vanilla galley can be Longboat Viking 2nd UU.
That's an interesting suggestion, I might do something like that for EDU, i.e. give the no head/tail one as the regular and the flavor for vikings and maybe germany as well, would be the vanilla one.
ARRGGGGHHHH! Your simply forcing me to mod these in!
:D
GeoModder Oct 17, 2006, 10:34 AM That's an interesting suggestion, I might do something like that for EDU, i.e. give the no head/tail one as the regular and the flavor for vikings and maybe germany as well, would be the vanilla one.
Well, in this case the Russians should have the "viking" longboat as well, since the Rus were from origin a Scandinavian (Swedish) tribe. ;)
Rabbit, White Oct 17, 2006, 11:13 AM Well, in this case the Russians should have the "viking" longboat as well, since the Rus were from origin a Scandinavian (Swedish) tribe. ;)
Good enough, and I'm thinking maybe the natives then can get the no sails version, kind of an uber-sized and pimped-out version of the canoe if you will :)
MartinhoMukanga Oct 18, 2006, 01:26 PM nice boats :)
Craig_Sutter Nov 29, 2006, 10:57 PM Any possibility for a galley variant with a lateen sail (like the Caravel). In the mediterranean, these were the norm during the early middle ages. The triangular sails made for more manueverability.
Arne Dec 18, 2006, 07:17 AM Thank you for doing this great work. :worship: I'm pretty happy having some more different ships now. :) Thank you again.
TheLopez Dec 21, 2006, 06:48 PM These look great WR.
I guess this means I now have to release my random in-game unit graphics mod since there are multiple graphics for the same unit now... :p
ohcrapitsnico Dec 21, 2006, 07:02 PM These look great WR.
I guess this means I now have to release my random in-game unit graphics mod since there are multiple graphics for the same unit now... :p
Hopefully intime with your unit editor.:p
Rabbit, White Dec 22, 2006, 06:28 PM These look great WR.
I guess this means I now have to release my random in-game unit graphics mod since there are multiple graphics for the same unit now... :p
Well, maybe not so random, maybe based on some, oh I don't know, a kind of, what's the word I'm looking for, ah yes - cultural style :mischief:
Either way, sounds like another gem from TheLopez... did I mention yet that I think Firaxis should hire you :D
ohcrapitsnico Dec 22, 2006, 06:36 PM I think they should hire both of you. You have more artistic ability then them IMO. Your units are really beautiful. Some of Firaxis are good others are bad.(Warlords units are beautiful, vanillas are bad) All your units are beautiful. Did I mention I really like that egyptian spearman?
Uberfrog Sep 28, 2007, 12:54 PM Is there any way to have the two-sailed galley with team colours instead of orange? I'd like to use it as a Greco-Roman galley...
Refar Sep 28, 2007, 05:56 PM From what i see the shader is set up properly. You need to edit the textures Alpha Chanel to be black where you want have Teamcolor. (Or Grey for partial Team Color). Or you can just use the Stock Galley textere file, it will fit (I believe it has striped sail instead of the >|< thingie), to get team color.
PS.: I edited Rabit,White's texture with the >|< and attached it here.
Uberfrog Oct 02, 2007, 11:23 AM The two-sailed galley doesn't animate properly in-game- it doesn't sway on the sea and is not animated in battle.
In the Civilopedia image of it, it sways fine, but in-game it just stays there, while the other ships bob around happily.
I'm also having this problem with GeneralMatt's Large War Junk http://forums.civfanatics.com/showthread.php?p=5591576#post5591576.
Nothing's wrong with the XML and linking to the folder, as far as I can tell:-
<UnitArtInfo>
<Type>ART_DEF_UNIT_GALLEY_GRECO_ROMAN</Type>
<Button>,Art/Interface/Buttons/Units/Galley.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,3,9</Button>
<fScale>0.16</fScale>
<fInterfaceScale>0.6</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Galley_Grecoroman/Galley.nif</NIF>
<KFM>Art/Units/Galley/Galley.kfm</KFM>
<SHADERNIF>Art/Units/Galley_Grecoroman/Galley_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/GalleyShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>.2</fBankRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN1</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN1</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>
Am I using the right .kfm?
Refar Oct 02, 2007, 02:31 PM I dont know about the galleys, but the junk is supposed to use frigates animation.
Uberfrog Oct 06, 2007, 12:00 PM I am using the correct animations- frigate.kfm and galley.kfm, and as I said, what's weird is the ships are animated (i.e. swaying) in the Civilopedia, and the unit details box in the lower left-hand corner of the UI, but not in the actual game.
GeoModder Oct 06, 2007, 12:54 PM I gather you've put them in BtS? I have the same problem. Looks like BtS does something to older models animations.
Wolfshanze Oct 20, 2007, 01:58 PM I used the trade galley as the default galley for all nations then used the original galley as a trireme replacement (UU Viking Longboat) for the Vikings... it can travel on ocean and can carry scouts/explorers, but is otherwise identical to a trireme.
GeoModder Oct 20, 2007, 03:44 PM I used the trade galley as the default galley for all nations then used the original galley as a trireme replacement (UU Viking Longboat) for the Vikings... it can travel on ocean and can carry scouts/explorers, but is otherwise identical to a trireme.
The differences exceed the similarities too much to call it identical, Wolfshanze! :lol:
Perhaps you'd better just link this graphic for the Viking caravel? ;)
Wolfshanze Oct 20, 2007, 09:32 PM The differences exceed the similarities too much to call it identical, Wolfshanze! :lol:
Perhaps you'd better just link this graphic for the Viking caravel? ;)
Negative ghost-rider... when's the last time you got a caravel at the beginning of the game?
The Vikings as the "explorers of the sea" get a head-start as any other power waiting for a caravel to show up. The longboat has identical speed and firepower as the Trireme, but ocean-going and scout-toting abilities several hundred years before caravels show up.
Let's say you have a Civ4 game with Spaniards and Vikings in it... the Vikings might already know about America 500 years before some silly Spanish explorer in a caravel would ever know about it.
I see about as much similarity in the longboat and caravel as the caravel and attack sub (both can go at sea and carry explorers and are seperated by 500 years). Besides... it's a Viking UU, not a new unit class. UUs are supposed to be better then what other folks have... of course, since you can't carry military or settlers, it's more a "gee-whiz" thing then anything close to a game-breaker... so I think it's a nice thing to have without being too much, plus it fits-in perfectly with the Viking spirit (explore new places before everyone else).
If I increased longboat firepower and speed by 50% each, and moved the tech requirements back about 500 years, then maybe you'd have a point.
GeoModder Oct 21, 2007, 05:19 AM Oh boy. :lol:
Wolfshanze Oct 21, 2007, 09:20 AM Oh boy.
Well... the way I see it (and mind you, I'm a grumpy old man)... there's about three ways you can tackle the Viking Longboat UU in a standard game.
1) The Galley way (replace Galley, make it ocean-going... still carries units of course).
2) The Caravel way (replace Caravel, instead of explorers/scouts, allow it to carry regular units... warriors/settlers).
3) The Trireme way (replace Trireme, make it ocean-going, carry one explorer/scout)... I ended up doing this.
I don't see much purpose going any further down the tech-tree for a Viking Longboat UU.
I suppose anyone could argue the strengths/merits of each of these three paths for a Longboat UU, and I wouldn't argue much about any of the three. My personal opinion is that option-1 is a bit-much... basically getting to go anywhere you want with military and settlers from the beginning of the game is a pretty huge bonus, and too-much IMHO. Option-2 isn't bad, but you'd be discovering the world at the same time as everyone else. There'd be no heads-up "I already knew about place" thing with the Vikings... you'd just get to settle far away places a little quicker then your neighbor, but it's still a crap shoot sending someone out on a caravel/longboat.
Overall, I liked Option-3 the best, because you didn't get to settle the whole map ahead of everyone else, but it does give you the option to LEARN about the rest of the map well in advance. You know about places like Greenland and America ahead of everyone else for example, but you don't get to put permanent settlements ahead of anyone (but you could use that map-knowledge to better-plan settler expeditions). I guess my end goal was to make Vikings the best naval scouts in the game, and I think the Trireme option was the best to reach that goal.
I'm sure others have done a Viking Longboat UU in their mods, but I'll state this right now... I've never seen any takes on the idea (not saying they don't exist, I just haven't downloaded and looked at the part of any mod that did... most mod downloads I've done has been for "borrowing" unit graphics). I did this out of my own head... not sure what anyone else has done in this field. That's my take... if there's a better Viking Longboat UU thought-process then any of the three above, I'd love to hear the idea.
bmarnz Oct 21, 2007, 09:54 AM Your option can still be a huge advantage. Depending on the map, early contact can gain you an edge in tech trading, religion spreading, and your pretty much guaranteed to get the around the world bonus.
I think you can have a unique unit have different tech requirement than base unit. Have longboat replace caravel but with a slightly earlier tech requirement.
Wolfshanze Oct 21, 2007, 12:58 PM Your option can still be a huge advantage. Depending on the map, early contact can gain you an edge in tech trading, religion spreading, and your pretty much guaranteed to get the around the world bonus.
I think you can have a unique unit have different tech requirement than base unit. Have longboat replace caravel but with a slightly earlier tech requirement.
You know, that's a good idea. Caravel comes with Optics Tech, perhaps I'd give it one regular unit (instead of special) and have it available with Compass Tech, which is one-tech sooner then Compass.
bmarnz Oct 21, 2007, 01:06 PM You know, that's a good idea. Caravel comes with Optics Tech, perhaps I'd give it one regular unit (instead of special) and have it available with Compass Tech, which is one-tech sooner then Compass.
You might want to make machinery as secondary tech requirement. Only takes 7 techs to get to compass. Takes 13 techs to get optics.
Wolfshanze May 31, 2008, 05:28 PM Speaking of animations, these Galleys aren't animated either (the oars don't work)... anyone know of a fix?
Refar May 31, 2008, 05:47 PM Have you tried using the Vanilla Galley animations instead of the Warlords/BTS ones ? I didn't tried myself, but as i read that it worked pre BTS, it must be still working if you use the old animation.
Wolfshanze May 31, 2008, 07:00 PM Have you tried using the Vanilla Galley animations instead of the Warlords/BTS ones ? I didn't tried myself, but as i read that it worked pre BTS, it must be still working if you use the old animation.
What's the date of the Galley.KFM file from vanilla? I tried unpacking my vanilla files and I seem to be getting 2006 files. Did Warlords or BTS change the original FPK files?
Maybe I need to reinstall Vanilla clean or something? Or does somebody have the correct KFM files?!?!?
Refar Jun 01, 2008, 07:12 AM One of the Vanilla patches - don't remember which one - changed the original FPK, cutting the originally one big file in 4 smaller ones. Later new animations for some of the Vanilla untis came with Warlords and/or BTS (Those are not packaged in the fpk but are plain in the Warlords/BTS folders).
Don't bother reinstalling. I had the Vanilla 1.0 files backed-up.
They have different Date (i guess when they were packaged) but are identical with those that are in the FPK now - checked every single one with diff (at least as far as the Galley is concerned).
Unfortunately those files seem not to solve the animation problem (I tried on the Galleas).
Wolfshanze Jun 01, 2008, 12:08 PM I'm going to play around with the KFMs a bit on this and see if I can get these to work or not (based on your upload of the vanilla galley files)... would be nice to get the oars to animate on these as well... especially since I replaced the "Viking" Galley with one of these trade galleys in my own mod (never could stand all the ancient world using viking longships for galleys!).
Wolfshanze Jun 01, 2008, 12:19 PM Drat... no-dice... can't get the rows to animate no matter which KFM I use...
I always liked the "no-shields, no-head, no-tail" trade-galley in this pic (top-left)... would be nice if I could get the rows to animate, but can't seem to get it to work!
http://img242.imageshack.us/img242/4862/ashipspic3lw8.jpg
GeoModder Jun 01, 2008, 03:42 PM It's not only the oars. During the fighting animation those galleys sit idle too. :(
C.Roland Jun 01, 2008, 04:06 PM Drat... no-dice... can't get the rows to animate no matter which KFM I use...
I always liked the "no-shields, no-head, no-tail" trade-galley in this pic (top-left)... would be nice if I could get the rows to animate, but can't seem to get it to work!
http://img242.imageshack.us/img242/4862/ashipspic3lw8.jpg
Those galleys (like my galleas) were animated for sure. I'll check what I can do to readd the animations.
Wolfshanze Jun 01, 2008, 06:48 PM That would be great Roland. Thanks for the offer of help.
Psycadelic_Magi Jun 01, 2008, 07:00 PM I never noticed the shadows of the absent shields til now...
The_Coyote Jul 21, 2008, 06:33 AM fixed trade galley 2 (the one without head, tail and shields), other fixes will only done by request (itīs a bit more work here, must load the nif in blender, reeport, relink, etc, and i donīt want to waste too much time)
Wolfshanze Jul 21, 2008, 08:22 AM fixed trade galley 2 (the one without head, tail and shields), other fixes will only done by request (itīs a bit more work here, must load the nif in blender, reeport, relink, etc, and i donīt want to waste too much time)
Excellent! Thanks Coyote!
Xenomorph Jul 21, 2008, 11:31 AM Great! Could you also fix the two Triremes in the pack? I'd imagine it would be easier to take BtS's trireme and just remove the sails from them.
Wolfshanze Jul 21, 2008, 12:33 PM There were Triremes in the pack? I know there's a Trireme with the forward sail removed floating around the forum... maybe it's from here... anyways, the one-sail Trireme (forward sail removed) would be a good one to fix.
The_Coyote Jul 21, 2008, 01:12 PM Great! Could you also fix the two Triremes in the pack? I'd imagine it would be easier to take BtS's trireme and just remove the sails from them.
done :)
@ wolfshanze
the one sail (and also a no sail) trireme was part of this pack
Xenomorph Jul 21, 2008, 02:05 PM Thanks again.
Wolfshanze Jul 21, 2008, 02:15 PM Perhaps someone would take a crack at this, or offer a varient?
This is essentially the Asian Caravel without any of the "Junk-like" sails (of which there were three) and given some oars and the fire arrow animation.
Perhaps if a full row of oars were added and one sail (maybe like Chugg's Atakebune sail), this would turn into a fine Asian Trireme?
Currently it uses the default Galley animation... though like many of the other galley animations, I think it's a bit broken... but kinda-sorta works right now.
http://i84.photobucket.com/albums/k3/Wolfshanze/Games/Dragon_Galley.png
The_Coyote Jul 21, 2008, 04:47 PM try this, use with trireme aniamtion, added trireme oars and sail (because it will be animated) to the Dragon Galley, btw do you know who was the original author of the Dragon Galley, so that when somebody downloads the ships, knows who must be credited?
and i need more than 5 minutes to make the ship (with testing and fine adjusting) ;)
Xenomorph Jul 21, 2008, 04:59 PM I'm guessing it uses the trireme animation, correct?
The_Coyote Jul 21, 2008, 05:10 PM yes, but i thought i had wrote it ("use with trireme aniamtion") ;) [edit: i also copied the error :rotfl: ]
mamba Jul 21, 2008, 05:12 PM btw do you know who was the original author of the Dragon Galley, so that when somebody downloads the ships, knows who must be credited?
You should be credited, the original (albeit with sails and no oars) comes with Civ (see ART_DEF_UNIT_ASIAN_WAR_GALLEY). So all that differs from the original was basically done by you (except for the deletion of two sails or so, which takes 10 secs).
The_Coyote Jul 21, 2008, 05:17 PM thanks mamba (sometime i believe i should play more :lol: )
Wolfshanze Jul 21, 2008, 05:29 PM try this, use with trireme aniamtion, added trireme oars and sail (because it will be animated) to the Dragon Galley, btw do you know who was the original author of the Dragon Galley, so that when somebody downloads the ships, knows who must be credited?
and i need more than 5 minutes to make the ship (with testing and fine adjusting) ;)
Thanks... and I know it takes more then 5 minutes to make a ship (I never even asked you about this one!) Speaking of which, where's the fix on that US Battleship I PM'd you about a few days ago? :lol: http://forums.profantasysports.com/images/smiles/POKE.GIF :p
Just kidding... obviously you've been busy!
Honestly though, I don't know who did the original conversion... but it IS based on the Firaxis Asian Caravel model... somebody (and I don't know who) took off the junk sails and added a couple of oars to the think and linked it to the galley animation. I found the model in the Warlords TR mod, and they say in their readme "please use our stuff" (plus I'm in cahoots with those guys). May have been Andreas (he did most of TR's naval stuff before falling in love), but I don't know for sure... this conversion wasn't in the download database anywhere, so I may have to go digging further.
Thanks again for the 5-minute job... I'll check it out and give it a good lookover!
Wolfshanze Jul 21, 2008, 06:52 PM fixed trade galley 2 (the one without head, tail and shields), other fixes will only done by request (itīs a bit more work here, must load the nif in blender, reeport, relink, etc, and i donīt want to waste too much time)
I believe the Team Color is no-longer working on this model... the original (broken KFM) at least worked with team color... this one has the animations working, but I can't get team color to work.
try this, use with trireme aniamtion, added trireme oars and sail (because it will be animated) to the Dragon Galley, btw do you know who was the original author of the Dragon Galley, so that when somebody downloads the ships, knows who must be credited?
and i need more than 5 minutes to make the ship (with testing and fine adjusting) ;)
Same thing here... there's no team-color in the sails... could team color be activated in the sails for this unit?
Also, both came with only the _FX.nif files... is there a default for the <NIF></NIF> lines in the ArtDefines?
Xenomorph Jul 21, 2008, 07:06 PM He probably just lost the info for teamcolors. Give me a few minutes and I'll fix that.
[EDIT]Ok, here you go.
The_Coyote Jul 21, 2008, 07:34 PM beaten me ;) , yes one time lost i lost the info (Dragon Trireme) the other never had, but please somebody check out the galley if with teamcolour the model is shown correct in the pedia, while trying to attach teamcolour to the model it looked in game ok, but in the pedia it was grey (the same error chuggi has), nevertheless made a real fx version with teamcolour which works.
The Dragon Trireme has only a fx nif there is no fx version, the galley the first file was a non shader nif, also can be the non fx version, the file here is a shader nif. The galley will only shown teamcolour when not used with standard galley (or another with alpha channel) texture
JustATourist Jul 21, 2008, 08:06 PM Well, it seems many of the unanimated units have been fixed in the last days. Great work, really, but... Can please anybody upload the fixed units (all the fixed) into the database with all files you need (animations, textures) und without the files you don't need. I think it's becoming a little bit confusing, because not everything is in the threads about the units the files belong to (I think) and so on. You know, all this nice sailing ships would be great resources... Would be very nice, if somebody could do so.
Berenthor Jul 22, 2008, 03:47 AM Just a quick question: does anyone know if the two sail galley has any problems with animations? I haven't tried it yet, but maybe someone knows. If it has problems, is it possible to make a fix for it? Thnx :) Great work with the current fixes, it is really great that they now work, thnx alot for all the work.
ViterboKnight Aug 08, 2008, 02:33 AM Waiting for the animation fix for BTS (looks like similar to C.Roland's galleass) .
C'mon, Rabbit White, you can't stop at this point!!! :)
Xenomorph Aug 08, 2008, 12:23 PM Um, Rabbit White hasn't been on the boards for a while...
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