View Full Version : Galleas


C.Roland
Dec 29, 2006, 11:53 PM
http://forums.civfanatics.com/downloads//galleas_I9t.jpg

This is a requested renaissance ship. It's a really needed ship. It's animated, it has team color and a non shader version.

YOU HAVE TO USE THE ANIMATION IN THE ZIP. THE ANIMATION IS NAMED GALLEY, BUT IT'S NOT THE ORIGINAL GALLEY ANIMATION, I MODIFIED A BIT SO DO NOT USE ORIGINAL GALLEY ANIMATION, USE THE ONE IN THE ZIP.

Donwload (http://forums.civfanatics.com/downloads.php?do=file&id=3892)

Nemesis Rex
Dec 30, 2006, 12:13 AM
Thank You!

This is definitely a much needed addition. Civ has always had a lack of early naval progression.

strategyonly
Dec 30, 2006, 01:51 AM
Good i will be the first to d/l then, thx.

GeoModder
Dec 30, 2006, 02:22 AM
A marvel for the game, C.Roland.:cool:

Aranor
Dec 30, 2006, 02:41 AM
:wow: :woohoo: 'nuf said

Chamaedrys
Dec 30, 2006, 04:53 AM
woot! :eek:

Man, we have waited so long for such a ship!

Good Job, C.Roland:worship:

Craig_Sutter
Dec 30, 2006, 09:47 AM
Yay. Cudos.:goodjob:

I'll see about getting it into the European Medieval mod as soon as possible. Letting Head Serf know its out.

Sword_Of_Geddon
Dec 30, 2006, 02:14 PM
The missing link between Trireme and Frigate has been found!

GeoModder
Dec 30, 2006, 03:50 PM
Yeah, now there's a galleon-substitute for the Mediterranean civs. ;)

ollj
Dec 31, 2006, 08:20 AM
that was missing

Grave
Dec 31, 2006, 09:29 AM
Curious... what Civ would this unit be appropriately used by?

Head Serf
Dec 31, 2006, 10:52 AM
It looks fantastic! It is for sure being put into the European Middle Ages Mod!

Sword_Of_Geddon
Dec 31, 2006, 02:38 PM
Curious... what Civ would this unit be appropriately used by?

Everyone, Its a medival/renassisse warship, a missing link if you will between the Trireme and Frigate.

C.Roland
Jan 01, 2007, 06:03 PM
Curious... what Civ would this unit be appropriately used by?

If i'm right, the best galleas was made by Venise

Ploeperpengel
Jan 02, 2007, 02:53 PM
Great model! Thx:)

Impaler[WrG]
Jan 03, 2007, 07:01 PM
I'm definatly making a Modual out of this, any sugjestion as to the Tech, Cost, Power and other stats for the unit?

I'm thinking Compass, Cannot cross Ocean, 3 power, 2 movment, Cost 60

GeoModder
Jan 04, 2007, 09:30 AM
Such a unit should definitely come after gunpowder, Impaler... ;)

Edgecrusher
Jan 04, 2007, 11:47 AM
I agree with Compass and the fact it shouldnt be able to enter Oceans

As far as everything else:

Galley 2/2 Costing 50, 2 Cargo Space (Upgrade to Galleon))
Galleon 4/4 Costing 80, 3 Cargo Space (Upgrade to Transport)

Caravel 3/3 Costing 60, 1 Cargo Space for People (Upgrade to Fireship)
Corvette 6/5 Costing 90, 1 Cargo Space for People (Upgrade to Ironclad)

Trireme 2/2 Costing 50 (Upgrade to Galleass)
Galleass 5/3 Costing 70 (Upgrade to Fireship)
Frigate 8/4 Costing 90 (Upgrade to Ironclad)
Ship of the Line 10/3 Costing 110 (Upgrade to Ironclad)
Monitor 12/2 Costing 100 (Upgrade to Submarine)
Ironclad 18/4 Costing 150 (Upgrade to Destoryer)

Fireship 10/2 Costing 100, start with "Kamikaze" i.e. destoryed after battle and can cause collateral damage.

Historically teh Galleass was a "Medieval" Warship vs teh Trireme of Antiquity and Frigate of the Renaissance. so it should fit in there. As far as the strength. it should be stronger than a Caravel and Galleon (being a Warship, thus it should be able to beat them). At 5/3 it fits nicely between a Trireme and Frigate. I would also remove the upgrade of a Trieme to Frigate and have it upgrade to the Galleass, with the Galleass upgrading to a "Fireship"

Now, I also think 4 other ships should be added Ship of the Line, Stronger, Slower Frigate, that cannot bombard), a Corvette, Faster Caravel, used for scouting, a true Ironclad (rename the current Ironclad a Monitor), seeing as the Ironclads of history were originally coal powered wooden vessals, reinforced with iron (not the low to water moniters that they are respresented by).

Lasty I though a "Fireship" should be added for 2 reasons. Primarily to provide some collateral damage, and second, to provide a realistic upgrade option for the "out of date ships" Historically Fireships were out of date ships, lit afire with fuel (gunpowder/alcohol) to disorient an enemy "line")

I always though upgrades should make sense. Realistically, a ship cannot instantly change its structure (Trireme to Caravel makes no sense, i.e. an oar powered to a sail powered). The fireship provides a destination for the out of date Galleass and Caravel. as well as providing some collateral damage for to some stacks of units. Land units I can understand. retraining a musketman to use a rifle, I can see happening, but not turning an oar powered vessal that is suseptable to high seas into a sail powered vessal that can travel the oceans

Anyway thats my piece, That doesnt include an AAS (Amphibious Assault Ship) which I think should be the eventual upgrade of Carriers and Transports.

All in all I am quite disappointed with teh way "Navy"s are handled in Civ4. Empires with tremendous Navies usually dominated there era, either by the use of for or trade, (Greeks, Romans (sup the conquest of carthage), Byzantium, Spain and England, etc..)

C.Roland
Jan 04, 2007, 01:00 PM
I agree with Compass and the fact it shouldnt be able to enter Oceans

As far as everything else:

Galley 2/2 Costing 50, 2 Cargo Space (Upgrade to Galleon))
Galleon 4/4 Costing 80, 3 Cargo Space (Upgrade to Transport)

Caravel 3/3 Costing 60, 1 Cargo Space for People (Upgrade to Fireship)
Corvette 6/5 Costing 90, 1 Cargo Space for People (Upgrade to Ironclad)

Trireme 2/2 Costing 50 (Upgrade to Galleass)
Galleass 5/3 Costing 70 (Upgrade to Fireship)
Frigate 8/4 Costing 90 (Upgrade to Ironclad)
Ship of the Line 10/3 Costing 110 (Upgrade to Ironclad)
Monitor 12/2 Costing 100 (Upgrade to Submarine)
Ironclad 18/4 Costing 150 (Upgrade to Destoryer)

Fireship 10/2 Costing 100, start with "Kamikaze" i.e. destoryed after battle and can cause collateral damage.

Historically teh Galleass was a "Medieval" Warship vs teh Trireme of Antiquity and Frigate of the Renaissance. so it should fit in there. As far as the strength. it should be stronger than a Caravel and Galleon (being a Warship, thus it should be able to beat them). At 5/3 it fits nicely between a Trireme and Frigate. I would also remove the upgrade of a Trieme to Frigate and have it upgrade to the Galleass, with the Galleass upgrading to a "Fireship"

Now, I also think 4 other ships should be added Ship of the Line, Stronger, Slower Frigate, that cannot bombard), a Corvette, Faster Caravel, used for scouting, a true Ironclad (rename the current Ironclad a Monitor), seeing as the Ironclads of history were originally coal powered wooden vessals, reinforced with iron (not the low to water moniters that they are respresented by).

Lasty I though a "Fireship" should be added for 2 reasons. Primarily to provide some collateral damage, and second, to provide a realistic upgrade option for the "out of date ships" Historically Fireships were out of date ships, lit afire with fuel (gunpowder/alcohol) to disorient an enemy "line")

I always though upgrades should make sense. Realistically, a ship cannot instantly change its structure (Trireme to Caravel makes no sense, i.e. an oar powered to a sail powered). The fireship provides a destination for the out of date Galleass and Caravel. as well as providing some collateral damage for to some stacks of units. Land units I can understand. retraining a musketman to use a rifle, I can see happening, but not turning an oar powered vessal that is suseptable to high seas into a sail powered vessal that can travel the oceans

Anyway thats my piece, That doesnt include an AAS (Amphibious Assault Ship) which I think should be the eventual upgrade of Carriers and Transports.

All in all I am quite disappointed with teh way "Navy"s are handled in Civ4. Empires with tremendous Navies usually dominated there era, either by the use of for or trade, (Greeks, Romans (sup the conquest of carthage), Byzantium, Spain and England, etc..)

If you find me picture of the ship you want i may be able to do some. I realize that ships are nice units to do when I did this galleas.

GeoModder
Jan 04, 2007, 02:22 PM
I always though upgrades should make sense. Realistically, a ship cannot instantly change its structure (Trireme to Caravel makes no sense, i.e. an oar powered to a sail powered). The fireship provides a destination for the out of date Galleass and Caravel. as well as providing some collateral damage for to some stacks of units. Land units I can understand. retraining a musketman to use a rifle, I can see happening, but not turning an oar powered vessal that is suseptable to high seas into a sail powered vessal that can travel the oceans

Following this logic any ingame civilization would have to decommission every ship build prior to industrial age ships, since not a single sail/oar propelled vessel was rebuild into a destroyer/cruiser/whatever in real life.

Edgecrusher
Jan 04, 2007, 02:35 PM
Following this logic any ingame civilization would have to decommission every ship build prior to industrial age ships, since not a single sail/oar propelled vessel was rebuild into a destroyer/cruiser/whatever in real life.

Following that logic, yes that would be the case.

They can always be kept around. The U.S. Navy still has some sail powered frigates commissioned, although they obviously never see action. They stay in Ports and serve as museum ships to bring in some extra revenue.

Have them upgraded into "Museum ships", that, that when in a city, has an option to build a "building". much like Great Scientist/Great General. The building it produces could provide some culture/gold (tourism/history) Not much, obviously, but some.

The U.S.S. Constitution in Boston is an example of that, much like the U.S.S. Nautilus in Groton, CT or the U.S.S. Massachusetts in Fall River, MA

I mean obviously Civ is a game and historical accuracy will never be reached. I think though there is big difference between upgrading
1. An Ocean Going Warship in the Industrial age to a stronger Modern Age version with the same abilities.
and
2. An Ancient warship powered by oars, incapable of entering oceans to the first ship capable of circumnavigating the globe which is powered by sail.

GeoModder
Jan 04, 2007, 03:39 PM
I suggest you think of upgrading a ship as building a new class of ship with a similar 'name' as previous existing ships, just like there are no doubt lots of ships in current US navy with a name which was in use earlier on. ;)

Chamaedrys
Jan 05, 2007, 12:12 AM
Yeah, some old ships get the honor of being a museum ship, but the the most ships were wreacked or sold. I would like to get some gold or hammers when I disband a ship.

Arne
Jan 05, 2007, 02:23 PM
Ah, a galleas. Great as always.

Zuul
Jan 06, 2007, 12:04 PM
Nice one. But would be cool to have an early ship that has catapult, ballista or even trebuchet (and not cannons) :).

LunarMongoose
Jul 31, 2007, 01:11 AM
Has anyone else had trouble getting animations to work with this ship? Roland says it has them, and there are a lot of .kf files in the download, and yes I'm telling it to use galley.kfm, but no luck. I double-checked with the European Middle Ages mod and my ArtDef entry is identical... Let me know if I'm missing something.

GeneralMatt
Jul 31, 2007, 01:17 PM
You must be, it works great for me. Are you sure you are using the right galley.kfm? The one included is different.

LunarMongoose
Aug 01, 2007, 01:36 AM
There is no .kfm file included in the download, just a bunch of .kf files. I assumed one could override vanilla .kf files individually without a new .kfm but I could easily be wrong. And yeah I've been using this unit for a while but I didn't notice it wasn't getting the anims it was supposed to til now.

NikNaks
Aug 01, 2007, 01:46 AM
There's no kfm in the download. Was it missed out in a new version by accident or something?

Sword_Of_Geddon
Aug 01, 2007, 08:35 AM
KFM files can they work without them?

Master Kodama
Aug 01, 2007, 11:42 AM
There is no .kfm file included in the download, just a bunch of .kf files.

I've had problems with this as well and wondered why there was no .kfm included in the .zip.

Can anyone please provide a solution? I love this ship and would like to use it with proper animations.

GeneralMatt
Aug 01, 2007, 12:45 PM
That is really funny, there was one in my download...

Are you guys sure?

NikNaks
Aug 01, 2007, 01:22 PM
Absolutely 100%, Matt. No .kfm. Why don't you download it and see for yourself ;)
As you have a working KFM, could you upload it?

C.Roland
Aug 01, 2007, 06:56 PM
That is really funny, there was one in my download...

Are you guys sure?


:confused: I'll check that and I'll upload the kfm soon. I'll have to dig into my personal archive :p

Master Kodama
Aug 03, 2007, 09:26 PM
Thanks! That'll be awesome. :goodjob:

Wolfshanze
Aug 05, 2007, 05:13 PM
I just downloaded this file today (Aug 5th)... there's no KFM file in my download either.

A KFM would definately be nice! :goodjob:

GeneralMatt
Aug 07, 2007, 10:05 PM
Ok, after being asked by LunarMongoose I am uploading the KFM I got in the download. It is weird why the rest of you didn't get it..

LunarMongoose
Aug 07, 2007, 10:31 PM
Well, much as I wish I could report it works, it crashes with the usual "unidentifiable C++ exception" when I try that file. Grr... Oh well thanks anyway Matt. Wish I knew what was going on. :)

GeneralMatt
Aug 07, 2007, 10:38 PM
Hmm, that is funny. Roland, did you upload a new version with different animations? That might be the problem, and the reason I have a Kfm and you guys don't.

C.Roland
Aug 09, 2007, 08:55 PM
Well, in fact, you can use the vanilla galley kfm, you just have to be sure that the galleys kf files are the ones included in the zip

So you need in the SAME folder (vanilla kfm, kf included, models included, textures included)

GeoModder
Aug 18, 2007, 02:49 PM
Well, I did all that and the unit still doesn't animate, C.Roland. It's weird since IIRC in the past I did manage to let it work...

Perhaps you by accident have the adjusted .kfm in your galleys folder?

Edit: Just checked, and in a Warlords testmod of mine the oars do work, they pull in when the ship is at rest and they animate while the ship is moving. The cannons don't retract tho, nor is there a fire effect when in combat.

Wolfshanze
Aug 18, 2007, 07:01 PM
I've attached C.Roland's Galleas files (unmodified) but WITH the Galley KFM file included. Hope it's okay... perhaps this will cut-down on folks asking questions about the animation file needed.

GeoModder
Aug 19, 2007, 02:03 AM
I've tried with and without the galley.kfm in the galleass folder, properly xml'd in both cases. Result was the same.

GeoModder
Aug 19, 2007, 11:10 AM
The .kfm Wolfshanze uploaded and the .kfm GeneralMatt uploaded are different in size.

Wolfshanze
Aug 19, 2007, 04:49 PM
Well, the one I uploaded works with the Galleas! ;)

GeoModder
Aug 20, 2007, 08:50 AM
Okay... could you please post the xml you used then? For the best of me, I can't let it work. Did you define the xml in a module, a mod or in the main game?

Wolfshanze
Aug 20, 2007, 09:46 AM
Okay... could you please post the xml you used then? For the best of me, I can't let it work. Did you define the xml in a module, a mod or in the main game?
I'll post the XML when I get home... I had it up and working fine on my system with the files I posted. I'm at work now, so don't have access to the XML till later today.

Wolfshanze
Aug 20, 2007, 06:21 PM
Okay... could you please post the xml you used then? For the best of me, I can't let it work. Did you define the xml in a module, a mod or in the main game?
Try this... worked for me... pay close attention to use the "nif" and "fx.nif"


<UnitArtInfo>
<Type>ART_DEF_UNIT_GALLEAS</Type>
<Button>Art/Interface/Buttons/Units/Galleas.dds</Button>
<fScale>0.14</fScale>
<fInterfaceScale>0.6</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Galleas/Galley.nif</NIF>
<KFM>Art/Units/Galleas/Galley.kfm</KFM>
<SHADERNIF>Art/Units/Galleas/Galley_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/IroncladShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>4.0</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>0.4</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>

GeoModder
Aug 22, 2007, 01:14 PM
I'm utterly completely stumped. I used your xml, your graphics download and still the damn boat doesn't animate.
Wolfshanze, can I ask you a favor? Would you like to download a testmod and try if the galleas uses its animations on your system?

Wolfshanze
Aug 22, 2007, 03:39 PM
Sure... post it... I'll see what I can do.

GeoModder
Aug 22, 2007, 04:46 PM
Thanks. I pm'd you a link.

Wolfshanze
May 31, 2008, 04:10 PM
My mistake... what I thought was "animated" was never working properly (the oars never animated).

This download only has the "KF" files and no "KFM"... this still needs to be corrected (ie: included with the download, which it currently isn't).

C.Roland
Jun 01, 2008, 11:14 AM
My mistake... what I thought was "animated" was never working properly (the oars never animated).

This download only has the "KF" files and no "KFM"... this still needs to be corrected (ie: included with the download, which it currently isn't).

I'll check this and I'll add the KFM. I didn't include it first because it supose to work with the vanilla galley kfm, but they modified it in warlords, so it didn't work anymore. I'll find a vanilla kfm and update the download.

Refar
Jun 01, 2008, 11:30 AM
Here's the Galley from the old Vanilla 1.0 FPK file, in case you can't find yours. I didn't help for me - but i only tried dropping it into custom assets...

zulu9812
Jul 10, 2008, 05:32 PM
I tried creating a module for this unit, but the game crashes at launching (when loading the XML). I really can't find what's causing the problem. Not being able to get into the game also makes extra-difficult. Could some kind soul please look this over to see what I've done wrong?

First, it says that it's failed to laod the art defines unit file, next I get the Windows "Sid Meier's Civilization 4: Beyond The Sword has encountered a serious problem and needs to close..."

C.Roland
Jul 11, 2008, 08:23 AM
I tried creating a module for this unit, but the game crashes at launching (when loading the XML). I really can't find what's causing the problem. Not being able to get into the game also makes extra-difficult. Could some kind soul please look this over to see what I've done wrong?

First, it says that it's failed to laod the art defines unit file, next I get the Windows "Sid Meier's Civilization 4: Beyond The Sword has encountered a serious problem and needs to close..."

This unit works only in Vanilla Civ4. For some strange reason, the new anims aren't working in Warlords or BtS and it crashes the game. I'll have to redo it somedays for BtS.

zulu9812
Jul 11, 2008, 08:26 AM
Mmm, I doubt that's true. I don't believe the expansion packs fundamentally alter the nature of the unit graphics. Still, I'll keep plugging away.

C.Roland
Jul 11, 2008, 08:47 AM
Mmm, I doubt that's true. I don't believe the expansion packs fundamentally alter the nature of the unit graphics. Still, I'll keep plugging away.

It changed som KFM files. It's the case of the galley, the war elephants and the spy. If you take a look at the old Rabbit White galleys pack (or some war elephants units will have the rider rotated by 90o), they have problems too. It's still strange because when we use the old KFM of the vanilla version it still doesn't work. I'll have to check this.

The_Coyote
Jul 20, 2008, 07:10 PM
after spending a bit time in this problem, now all oars are moving, even now there is still a small position problems with the oars, but i have no idea how to fix this (strange enough, using the standard galley it works fine, using the standard galley as oars there is the problems :confused:)

Nevertheless, use this nif with the textures from the download, no longer use the included animation! Copy the BTS Galley animation in the folder and only exchange the one kf files (is the one changed by C. Roland) included in this attachment. If you donīt do it, your galleas will fight with fire arrows

edit: attachment removed

Wolfshanze
Jul 20, 2008, 07:27 PM
That's great Coyote... I'm checking out the fix now...

Next project, if we can only get the trade galleys (http://forums.civfanatics.com/showthread.php?t=189461) fixed so they row! I'm particularly fond of the galley with no head, tail or shields (I use it for a generic galley).

My favorite is top-left
http://img242.imageshack.us/img242/4862/ashipspic3lw8.jpg

The_Coyote
Jul 21, 2008, 05:16 AM
wolfshanze wanted a centered version, while looking again at the model i could also fix the oars issue (because of the model change in warlords, i had to use the oars from the warlord galley, reexported them from blender). Now all should work like wanted.

Use the files included in the attachement, link to the included animation (if you want a centered ship), textures are not included, so you still must have the main downlaod

GeoModder
Jul 21, 2008, 06:25 AM
What do you mean with "centered ship", The_Coyote? That the oars have the same spacing all over the hull now?

The_Coyote
Jul 21, 2008, 06:28 AM
nope the ship itself had itīs center at 1/3 of the length in game, now the ship is centered like the others (middle of the ship ~ middle of the square in game)

and the oars spacing error from my fix before was also fixed

GeoModder
Jul 21, 2008, 08:57 AM
Okay. Thanks. ;)

Wolfshanze
Jul 21, 2008, 09:11 AM
Thanks again Coyote for all your work on fixing these various animations!

C.Roland
Jul 21, 2008, 11:43 AM
nope the ship itself had itīs center at 1/3 of the length in game, now the ship is centered like the others (middle of the ship ~ middle of the square in game)

and the oars spacing error from my fix before was also fixed

Thanks a lot ! I'll fix the download tomorow in the DB and I'll had your name as the coauthor !

The_Coyote
Jul 21, 2008, 04:08 PM
Thank you, iīm glad that i could help