View Full Version : Workers of the World!
Plotinus May 30, 2007, 09:06 AM A selection of worker units to add a bit of variety to the game. Thanks go to all the usual people for making the programs, figures, and props...
These units all use more or less identical animations. The ones labelled Worker/Warrior have attack animations as well, so they can be used as workers, military units, or combinations of the two.
There are some settlers (http://forums.civfanatics.com/showthread.php?t=237897) to match some of these too.
[EDIT] I've posted some more here (http://forums.civfanatics.com/showthread.php?t=396152) as well.
African Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5760)
http://forums.civfanatics.com/uploads/37977/AfricanWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/AfWorBase.gif
Ethiopian Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5761)
http://forums.civfanatics.com/uploads/37977/EthiopianWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/EthiopianWorker2.gif
Egyptian Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5762)
http://forums.civfanatics.com/uploads/37977/EgyptianWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/EgyptianWorker.gif
Roman Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5763)
http://forums.civfanatics.com/uploads/37977/RomanWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/RWMineSE.gif
Celtic Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5764)
http://forums.civfanatics.com/uploads/37977/CelticWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/CelticWorker2.gif
Indian Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5765)
http://forums.civfanatics.com/uploads/37977/IndianWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/IndianWorker.gif
Cherokee Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5766)
http://forums.civfanatics.com/uploads/37977/CherokeeWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/CherokeeWorker.gif
Iroquois Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5767)
http://forums.civfanatics.com/uploads/37977/IroquoisWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/IroquoisWorker.gif
Aztec Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5768)
http://forums.civfanatics.com/uploads/37977/AztecWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/AztecWorker2.gif
Prospector (http://forums.civfanatics.com/downloads.php?do=file&id=5769)
http://forums.civfanatics.com/uploads/37977/ProspectorLARGE.jpg http://forums.civfanatics.com/uploads/37977/Prospector.gif http://i249.photobucket.com/albums/gg237/plotinus_/ProspectorAttackPreview.gif
Amazon Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5770)
http://forums.civfanatics.com/uploads/37977/AmazonWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/AmazonWorker.gif
Satyr Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5771)
http://forums.civfanatics.com/uploads/37977/SatyrWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/SatyrWorker.gif
American Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5962)
http://forums.civfanatics.com/uploads/37977/AmericanWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/AmericanWorkerPreview.gif
Arabian Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5963)
http://forums.civfanatics.com/uploads/37977/ArabianWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/ArabianWorkerPreview.gif
Plotinus May 30, 2007, 09:06 AM Chain Gang Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5964)
http://forums.civfanatics.com/uploads/37977/ChainGangLARGE.jpg http://forums.civfanatics.com/uploads/37977/ChainGangWorkerPreview.gif
Lumberjack (http://forums.civfanatics.com/downloads.php?do=file&id=5965)
http://forums.civfanatics.com/uploads/37977/LumberjackLARGE.jpg http://forums.civfanatics.com/uploads/37977/LumberjackPreview.gif
Nubian Worker/Warrior (http://forums.civfanatics.com/downloads.php?do=file&id=5966)
http://forums.civfanatics.com/uploads/37977/NubianWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/NubianWorkerPreview.gif
Pirate Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5967)
http://forums.civfanatics.com/uploads/37977/PirateWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/PirateWorkerPreview.gif
Polynesian Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5968)
http://forums.civfanatics.com/uploads/37977/PolynesianWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/PolynesianWorkerPreview.gif
Scottish Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5969)
http://forums.civfanatics.com/uploads/37977/ScottishWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/ScottishWorkerPreview.gif
Soviet Worker (http://forums.civfanatics.com/downloads.php?do=file&id=5970)
http://forums.civfanatics.com/uploads/37977/SovietWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/SovietWorkerPreview.gif
Germanic Worker/Warrior (http://forums.civfanatics.com/downloads.php?do=file&id=6006)
http://forums.civfanatics.com/uploads/37977/GermanicWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/GermanicWorkerPreview.gif
Viking Worker/Warrior (http://forums.civfanatics.com/downloads.php?do=file&id=6005)
http://forums.civfanatics.com/uploads/37977/VikingWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/VikingWorkerPreview.gif
Vietnamese Worker (http://forums.civfanatics.com/downloads.php?do=file&id=6007)
http://forums.civfanatics.com/uploads/37977/VietnameseWorkerLARGE.jpg http://forums.civfanatics.com/uploads/37977/VietnameseWorkerPreview.gif
Supa May 30, 2007, 09:10 AM Can I go now ? ;)
Great set !
:lol: Satyr Worker.
Miles Teg May 30, 2007, 09:11 AM Oh my.... Plontius. You are incredible!
LizardmenRule! May 30, 2007, 09:19 AM Wow, i had no idea there were gonna be so many! :wow:
Incredible work Plot :thumbsup:
Steph May 30, 2007, 09:26 AM You forgot one worker :hammer:
I have to download it and expend my mod again !!!
Cool!
Can't wait to get more, you're the man, man!
CamJH May 30, 2007, 09:43 AM Incredible Plotinus! :thumbsup:
This is the pack-of-all-packs. You've been busy.
All of the animations run smooth, they're convincing, and I like the diversity of the models. Great contributions. I'm sure you'll be included in the credits from every mod and scenario from here on out. ;)
flamescreen May 30, 2007, 09:51 AM Beautiful work. I like the Satyr and Amazon worker best(but all are great) cause they can go straight to the Noburkor Mod. I think all of those were needed.
Rob (R8XFT) May 30, 2007, 10:20 AM These are all fab and the relevant ones are straight into the mod ;) .
Stormrage May 30, 2007, 10:23 AM You are insane. I love you! :D Thanks man, these units are awesome! Its unusual for me, and I have absolutely no use for it, but I like the Prospector unit the best :)
:thanx:
I can use 5 of these!
Spacer One May 30, 2007, 10:38 AM Huzzah!!!
6 units straight into my mod...the community owes you a great thanks!!
For my part, let me say THANKS!!
odintheking May 30, 2007, 10:38 AM You can't believe how awesome it was to realize there were even more workers in post 2. You rock, man.
Supa May 30, 2007, 10:40 AM Huzzah!!!
6 units straight into my mod...the community owes you a great thanks!!
For my part, let me say THANKS!!
All but 1 (Satyr) got their places in my epic mod. :goodjob:
Stormrage May 30, 2007, 10:44 AM Where did ya use the amazon, Supa?
Supa May 30, 2007, 10:46 AM In my Amazon Civ. They're in my Civ-3 epic mod since.. pfu.. forever. :D
Blue Monkey May 30, 2007, 11:00 AM From what I can tell via the preview, you got the dhoti on the Indian worker to work well. Certainly it looks good in the 'pedia image. Its unusual for me, and I have absolutely no use for it...Doesn't he use an axe in one of the animations?
Stormrage May 30, 2007, 11:01 AM :lol: He`s a bit modern for my type of games ;)
ShiroKobbure May 30, 2007, 11:09 AM Wow.....wow.....
This is amazing. I really like the Amerindian units, very original. I have use for almost all these units.
Steph May 30, 2007, 11:20 AM A suggestion could it be possible to add an attack animation, where they would use their tool to fight?
It can be interesting for some scenario, like peasant revolts
An optional animation that we could set manually in the ini
TopGun May 30, 2007, 11:36 AM Wow! :wow:
These are awesome... every one of them! ...and you even made a prospector, too! :D
Thank you, sir!
Red Door May 30, 2007, 11:56 AM Wow, you've made a bunch of them. They're all great too! :thumbsup:
Mithadan May 30, 2007, 11:59 AM Holy Frick-Knocker, this is crazy! I'm bowled right over. Astounding...
Sword_Of_Geddon May 30, 2007, 12:47 PM I have a massive update to do for my mod geez thankyou Plotinus....your the man!
rifleman May 30, 2007, 12:56 PM :wow: AWESOME...just AWESOME :faint:
Kyriakos May 30, 2007, 12:59 PM Great, but does a Satyr actually ever work at all? :mischief:
Yoda Power May 30, 2007, 01:19 PM You are amazing Plotinus :goodjob:
Have you considered an elf worker? The current one isn't very good.
BTW the Indian one could be used for the Middle East too, couldn't it?
Virote_Considon May 30, 2007, 01:22 PM YOU DID THE SATYR WORKER!!!!!11oneone :worship:
Now, to figure how I'm going to add them all (or, as many as possible) to my Greek scenario and then download away!
Thanks Plotinus!
Vuldacon May 30, 2007, 01:43 PM Plotinus... What an astounding level of work! All are Excellent and The Prospector worker is a neat character worker indeed.
Marvelous Game additions that I am sure will be used by most players. :clap: :band:
Sword_Of_Geddon May 30, 2007, 02:17 PM You are amazing Plotinus :goodjob:
Have you considered an elf worker? The current one isn't very good.
BTW the Indian one could be used for the Middle East too, couldn't it?
I think the standard worker makes a good middle eastern worker though...
Keroro May 30, 2007, 02:35 PM Workers of the World! Unite!
Wonderful. :) These will quickly become some of the most used units in the database. Except the Satyr. :mischief: But that ones cool anyway.
Oh, and thankyou. :)
Virote_Considon May 30, 2007, 02:43 PM All you crazy people who can't use the Satyr worker...
Quinzy May 30, 2007, 02:47 PM Holy... holy... holy cheese-stick man. @_@
Stormrage May 30, 2007, 02:49 PM I second Yoda`s Elf worker request :)
Plotinus May 30, 2007, 03:01 PM Wow, looks like people like them. Thank you for the comments. I'm glad that even the Satyr Worker is usable by more than one person!
There will be more on their way, including an Arabian Worker (he would have been included with these, but I've run into problems with him). I might be able to sort out an Elf Worker, who knows?
There are already twelve animations per unit, which is quite a lot, so I haven't done attack animations. But I will make a Nubian Worker with attack animations, because I need one.
BadKharma May 30, 2007, 03:04 PM All I can say is WOW I am overwhelmed thank you for making these wonderfull additions to the growing number of available units.
W.i.n.t.e.r May 30, 2007, 03:06 PM O M G !!!!!
TopGun May 30, 2007, 03:50 PM A fitting hymn for all these workers:
"Vstavaj, proklyat'yem zakleymyennjy
Vyes' mir golodnykh i rabov
Kipit naš razum vozmuščyennjy
I v smyertnjy boj vyesti gotov.
Ves' mir nasil'ya my razrušim
Do osnovan'ya, a zatyem
My naš my novjy mir postroim,
Kto byl ničyem, tot stanet vsyem!"
...for those who have no idea what this is, this is the "International", the original hymn of the Soviet Union. ;)
geminisama May 30, 2007, 04:00 PM Great workers. :D
embryodead May 30, 2007, 04:44 PM I expected you'd post like 5 of them... which would be a lot already. Needless to say I was quite shocked. The animations are most impressive, of course, especially since it's so much more than the usual fortify-attack-death combo. Thanks!
NavyDawg May 30, 2007, 04:46 PM Workers of the world, Unite!
Amazing pack, Plotinus. I love 'em all.
Gen. Rommel May 30, 2007, 06:31 PM By god, though I can only reitterate what everyone has already said, I want to thank you for making some of the greatest units I've seen in a while (or ever, for that matter). Almost all of these will be getting a place reserved for them in my epic game!
The prospecter looks awesome, one of my favorites of the pack...I'm tempted to take the San Francisco map, add him as '49er unit, place a sh**load of gold in the hills surrounding San Fran, and make a cultural victory mod out of it...but then again, it may lack any substance at all and be one of the lamest scenarios ever created. But damn it, I shall try!!! :D
I also have to comment on the greatness of the Meso-American, Egyptian, Native American, and Indian worker. They're all extremely good looking!!! The Roman, African, Satyr also look gre....you know what, they all kick major arse! ;)
Now, if only we had that Southeast Asian worker... :hmm: ;)
...for those who have no idea what this is, this is the "International", the original hymn of the Soviet Union.
As well as the hymn of Communist China, Vietnam, Korea, Germany, and any other nation that was engulfed in the commy movement during the Second World War/Cold War. But I guess the name of the song already implies that...I have a German version of this song on my computer.
The Tuna Bomber May 30, 2007, 06:54 PM Those are great! Only thing to make them better would be for the prospector to have an attack animation, that way hes also a industrial era scout
Spacer One May 30, 2007, 06:57 PM Those are great! Only thing to make them better would be for the prospector to have an attack animation, that way hes also a industrial era scout
thats actually not a terrible idea...an attack with an old Winchester rifle would suit that guy just nicely...shoot them looters who been pannin on his claim
Orthanc May 30, 2007, 07:48 PM As we all know, workers make or break (in lack there of) a Civ, even more so than Nukes (for deliverer or recipient!). More than most revolutions have been about workers, so it is natural that each culture (perhaps even civ) should have their own unique worker to really express this difference.
Thank you Plotinus for giving us this needed variety. I've always played with different kinds of workers, now I can really make them unique from eachother. Bravo on another impressive unit set! See you in Unit of the Month!
:thumbsup:
Hikaro Takayama May 30, 2007, 07:59 PM thats actually not a terrible idea...an attack with an old Winchester rifle would suit that guy just nicely...shoot them looters who been pannin on his claim
I third that one! If the Prospector was given a winchester or somesuch rifle, he's going into the FF mod as the "Citizen Militia". Even as is, he may be going in as the new European type human worker (for civs that have a european flavor and aren't dwarves, elvaan, etc).
Excellent work, BTW ;):goodjob:
Plotinus May 31, 2007, 02:35 AM I have to admit that the Prospector is my favourite so far too, which is why I've entered him into the Unit of the Month competition. I think a Californian Gold Rush scenario would be great fun, and I'm tempted to make a shotgun attack for him ("Get off my land!" etc). Maybe it'll happen.
KingArthur May 31, 2007, 02:40 AM Prospector is my fave too. He'd be perfect for the Farmers in EFZI2 if he had a shotgun. Excellent work on all the others.
Abaddon May 31, 2007, 02:57 AM These are amazing - can someone tell me, or link to the suitable thread, that tells me how to modify the main in game graphics, to these guys?
Blue Monkey May 31, 2007, 03:36 AM The prospecter looks awesome, one of my favorites of the pack...I'm tempted to take the San Francisco map, add him as '49er unit, place a sh**load of gold in the hills surrounding San Fran, and make a cultural victory mod out of it...but then again, it may lack any substance at all and be one of the lamest scenarios ever created. But damn it, I shall try!!!
I have to admit that the Prospector is my favourite so far too, ...I think a Californian Gold Rush scenario would be great fun, and I'm tempted to make a shotgun attack for him ("Get off my land!" etc). Maybe it'll happen.
Such a scenario could really use the historic Californian LH (http://forums.civfanatics.com/showthread.php?p=4632617) I suggested a while back. (New image there).
Ares de Borg May 31, 2007, 01:05 PM They're brilliant. Thank you!
Stormrage May 31, 2007, 03:14 PM Abbadon, look at a thread at the top of the units sub-forum, its stickied :)
KrugerPritz May 31, 2007, 08:21 PM Grat work... but as the settler unit i've found here for the amazons, i think that the worker should has been a male slave :mad: (in this case i hate the amazons) :mad:
Exoticpollution Jun 01, 2007, 12:57 AM These are really nice. I love seeing a bunch of nice units with a few reserved posts beneath them.
But I do hope that the workers of the world don't unite; that would make for one boring Civ game.
Gary Childress Jun 01, 2007, 01:34 AM Wow Plotinus! This is unbelievably great stuff! I hope you do modern/industrial age versions as well!
Mirc Jun 01, 2007, 11:50 AM This... is... just.. great!! :eek: Thanks a lot!
woodelf Jun 01, 2007, 12:30 PM These are terrific Plotinus. :goodjob:
mrtn Jun 01, 2007, 12:54 PM Darn! :wow:
RedAlert Jun 04, 2007, 04:48 AM You ROCK Plotinus. Rock. Thank you!
ШФЯКЗЯS ФF THЗ ШФЯLD UNITЗ!
Balam-Agab Jun 04, 2007, 09:21 PM They look great!
Good Job.
beboy Jun 04, 2007, 09:52 PM Great job Plotinus !!! :goodjob: These were most needed and and I can see a lot of uses for them!! Thanks!
Civinator Jun 05, 2007, 01:48 AM Plotinus, thank you very much for your phantastic work :goodjob:
7ronin Jun 05, 2007, 04:43 AM Brilliant work, Magnus. Wonderful rendering and animation!! Will you be updating Rood and Desert to make use of these new workers? And may we dare ask for Chinese and Japanese workers someday in the future?
Pounder Jun 05, 2007, 05:45 AM What are the chances that a defend animation could be made for the prospector. I like to add defense to my workers, sure I'm not the only one.
Swinging across with the pick axe would be excellent.
Plotinus Jun 05, 2007, 05:49 AM If you really need to, you can always use the Jungle animation as an attack (this is what I've done with worker units in the past). I shall probably try to do a shotgun attack for the Prospector at some point as well, and maybe one or two others will get attacks too. But it does mean a fair bit of extra work!
Pounder Jun 05, 2007, 05:56 AM If you really need to, you can always use the Jungle animation as an attack (this is what I've done with worker units in the past). I shall probably try to do a shotgun attack for the Prospector at some point as well, and maybe one or two others will get attacks too. But it does mean a fair bit of extra work!
I will use the jungle and the Prospector is great BTW, looking forward to the shotgun attack if you decide to do it. I know that it would be a lot of extra work, just thought I would ask.
DragonBird Jun 05, 2007, 12:05 PM Could you make a Elvish worker? Kause your workers are really kick butt.
Ekmek Jun 06, 2007, 12:26 PM I'm simply impressed... I guess the requests out there are for a southeast Asian and a communist-era worker? can we throw in a polynesian one as well?
I would ask for a middle eastern one but the generic civ3 one works, as well as the Indian one, i guess
DragonBird Jun 07, 2007, 02:11 PM Could you also make a Child/Student worker and a Teacher worker... (for a scenario)
Spacer One Jun 07, 2007, 03:28 PM innuit worker...?? Slavic worker of any kind...? Modern Mexican worker...? "Construction worker"...
something else that might be neat, is a Haz-mat worker...just trying to think out of the box :)
also, note: these are not requests at all, just ideas that pop in my mind...
Plotinus Jun 07, 2007, 04:39 PM Some of these are possibilities.
After I post the next batch of workers, I'll make the animations available, so anyone with Poser will be able to churn out their own with minimal effort.
Stormrage Jun 07, 2007, 04:43 PM Oh good, that saves me from typing one long PM :mischief:
Thanks Plotinus!
ShiroKobbure Jun 07, 2007, 05:31 PM maybe Hazmat worker could just be for clean up pollution animation. So it would only be one animation for all workers.
The Tuna Bomber Jun 07, 2007, 06:15 PM hazmat worker would be cool but I think the comp uses the same anim for clean pollution & irrigation
Spacer One Jun 07, 2007, 07:23 PM no, clean pollution is a seperate animation (as shown by Wyrm in the Modern Worker)
DragonBird Jun 07, 2007, 08:57 PM Is there a way we can get poser for free?
NavyDawg Jun 08, 2007, 01:16 AM no, clean pollution is a seperate animation (as shown by Wyrm in the Modern Worker)
I'm pretty sure the line in the ini for irrigation is also the animation played for clear pollution. Wyrm did make a separate animation, but I don't think it can be used (unless you want it as your irrigation as well).
ShiroKobbure Jun 08, 2007, 01:37 AM Yeah, there is only irrigate in the ini files...
Steph Jun 08, 2007, 01:39 AM Yeah, there is only irrigate in the ini files...
Ah, irritating irrigating....
Spacer One Jun 08, 2007, 07:48 AM Hmmm...that is strange...perhaps "Clean Pollution" is another command in the INI...
but what is more likely, is that I am mistaken...I'll look into it...
does Wyrms Engineer have an irrigate animation?...
Plotinus Jun 08, 2007, 08:04 AM I don't know about Wyrmshadow's unit, but there is definitely no Clean Pollution animation - they use the Irrigate animation.
WildWeazel Jun 08, 2007, 10:45 PM Wow, how did I not look at this thread until now? These are all excellent and much-needed units. Thank you Plotinus! :thumbsup:
wolf_brother Jun 09, 2007, 12:18 AM wow.. just wow, its all so amazing... I definitely plan to use a lot of these hot babies in my mod.
Workers of the world, Unite!
Hey, thats not a bad idea. How hard would it be to make some socialist/soviet workers?
http://content.answers.com/main/content/wp/en/thumb/5/51/180px-Kolkhoznitsa.jpg
http://www.metroactive.com/papers/metro/09.21.05/gifs/revolutionary-0538.jpg
http://www1.istockphoto.com/file_thumbview_approve/1731903/2/istockphoto_1731903_soviet_stamp_1968.jpg
Plotinus Jun 09, 2007, 03:36 AM I'm actually trying to make one, but I can't find a sickle prop anywhere!
Quinzy Jun 09, 2007, 10:59 AM Do like you done with the katana and the Ethiopians- get a dagger/sword, break it up, and reposition it into a sickly shape?
Exoticpollution Jun 09, 2007, 05:12 PM What do you intend to use a sickle for? The workers don't reap crops of course. I assume it is for clearing jungle? That seems to be the most similar action.
Incidentally the Angolan socialists put a machete on their flag a replacement for the sickle as an agrarian symbol.
Sword_Of_Geddon Jun 10, 2007, 11:12 AM I saw a commerical where they had the florida communist party and their symbol was a sickle and a palm tree. It was for fun of coarse, not a real communist party symbol or group, just a stupid commericial. But it was funny.
wolf_brother Jun 10, 2007, 08:11 PM Does anyone know if you can make the animation and icons change for units based upon culture, the same way you can do for buildings?
We all know that you can for units by era, just by looking at settlers, workers, leaders and armies in the vanilla game and by this tutorial (http://forums.civfanatics.com/showthread.php?t=47486).
But is it possible to change this type of thing by culture? So that the "Aztec Worker" would be used by the American cultural group, the "Celtic Worker" would be used the European cultural group, and the "Indian Worker" would be used by the Middle Eastern cultural group?
That would make these units a lot easier and better to use in game, imho.
Quinzy Jun 10, 2007, 08:23 PM What do you intend to use a sickle for? The workers don't reap crops of course. I assume it is for clearing jungle? That seems to be the most similar action.
Incidentally the Angolan socialists put a machete on their flag a replacement for the sickle as an agrarian symbol.
Irrigate animation?
Plotinus Jun 11, 2007, 02:29 AM I'm going to use a sickle for the Jungle, and also as part of his costume.
[wolf brother] You can do better than that - you can have a different worker for every civ if you want. In the Units page of the Rules editor you can specify which civs are able to build a unit. So you could, for example, add in the Aztec Worker and make it available only to the Mesoamerican civs. Then you could add in the Roman Worker and make that available only to the Mediterranean civs. And so on. If you want all the various workers to be called simply "worker", so they really differ only in their graphics, you will have to add spaces to the names to differentiate them - "worker", "worker ", "worker ", and so on.
kairob Jun 11, 2007, 03:17 AM If you do that then you end up with gaps in between the name of your unit and the next word. So you could follow this (http://forums.civfanatics.com/showthread.php?t=203187) tutorial if that started to bother you
Stormrage Jun 11, 2007, 03:35 AM I just saw the title of that thread and never read it, I assumed it was about the spaces. Cool, thanks kai! :cool:
Steph Jun 11, 2007, 04:26 AM You can also use Gramphos copy tool to just makes as many copies of the workers as you have same, and keep the same name
IT may be confusing, but it works.
In my mod, I'm adding a "code" in the name
so US_01S # Worker
Is the worker for the American save, first era.
kairob Jun 11, 2007, 04:50 AM Does the "US_01S #" show up as part of the name?
Steph Jun 11, 2007, 04:53 AM Does the "US_01S #" show up as part of the name?
Yes. With more than 3000 units, I decided it was the best way to keep it managable
kairob Jun 11, 2007, 04:59 AM 3000 units? Your insane, do you like eat, or sleap?
Steph Jun 11, 2007, 05:52 AM I do.
But I also take years to make my mods
Stormrage Jun 11, 2007, 05:55 AM Eat? Sleep? Kai, you have your basic Living Dead. And then you have the Civing Dead ;)
kairob Jun 11, 2007, 06:08 AM Oh, ok then, anyways I think I am going to try and use every single one of these units!
Plotinus Jun 11, 2007, 07:14 AM You forget that Steph is French, and therefore capable of doing pretty much anything whilst at the same time enjoying a five-course meal.
Steph Jun 11, 2007, 07:27 AM I make my 3,000 + units mod, work on SSS, paint my figurines, work on my software at the office, suf internet, take care of my familly..
Why do you think it says "multi many tasks man" under my name?
kairob Jun 11, 2007, 07:44 AM and at what point during this are you eating a 5 course meal?
Stormrage Jun 11, 2007, 07:49 AM Every ;)
Mzm Jun 12, 2007, 03:05 AM I cannot "overwrite" the starting Firaxis worker.
When I start a new game I always have the standard worker, even if I set another worker for that civilization.
Is there a way to do this?
Thanks.
Wolfhart Jun 12, 2007, 03:36 AM I cannot "overwrite" the starting Firaxis worker.
When I start a new game I always have the standard worker, even if I set another worker for that civilization.
Is there a way to do this?
Thanks.Not really. What you can do is to change which units you start with, but that change will be for all civilizations. You change the starting units in the C3C editor:
Edit General Settings, then you have Default Units to the right.
Epic C3C has Settler as Start Unit 1 (this should be a Settler type, for obvious reasons :)) and Worker as Start Unit 2, and you can change the latter to whichever unit you want even though you can't give each civ their own (but you can make the Default worker upgradeable to them!).
Also observe that you can change the unit any Expansionist civ gets, under the heading Scout, and the unit you get when you capture units like settlers and workers, and more.
Stormrage Jun 12, 2007, 04:49 AM So basicly, your first settler and worker will always be the default Firaxis ones, but the ones you build will be the ones you added. Just.. ignore it :mischief:
The WH mod gets you started with just a settler and he is gone in the 1st turn. No worker to avoid the orcs, dwarfs, elves, etc. having a human worker.
Steph Jun 12, 2007, 04:55 AM I used a "wandering tribe" as first unit to replace the first settler for every civ, and gave them a barbarian first unit to get protected a little.
Then, each civ has its own units
Spacer One Jun 12, 2007, 05:30 AM so, even if the initial worker has an upgrade path to a culturally specific worker, it wont upgrade???
It seems to me, that on turn 2, the worker should be able to upgrade...
Steph Jun 12, 2007, 05:53 AM so, even if the initial worker has an upgrade path to a culturally specific worker, it wont upgrade???
It seems to me, that on turn 2, the worker should be able to upgrade...
Yes, it should be able to.
I suggest you create a generic worker to start with, an expensive one, so it can be upgraded for free to the specific workers.
Wolfhart Jun 12, 2007, 06:06 AM so, even if the initial worker has an upgrade path to a culturally specific worker, it wont upgrade???
It seems to me, that on turn 2, the worker should be able to upgrade...Well, for that to happen on turn 2 you have to give the Palace the Veteran Ground Units flag, the same flag that gives the Barracks the ability to allow upgrading land units. And I'm not sure that the AI would care to upgrade anyway... :(
Steph Jun 12, 2007, 06:19 AM Well, for that to happen on turn 2 you have to give the Palace the Veteran Ground Units flag, the same flag that gives the Barracks the ability to allow upgrading land units. And I'm not sure that the AI would care to upgrade anyway... :(
The AI is likely to upgrade if the cost is 0.
Spacer One Jun 12, 2007, 06:43 AM Well, for that to happen on turn 2 you have to give the Palace the Veteran Ground Units flag, the same flag that gives the Barracks the ability to allow upgrading land units. And I'm not sure that the AI would care to upgrade anyway... :(
There is my issue...I have always thought that the Palace HAD those flags checked....
Plotinus Jun 12, 2007, 07:55 AM No, the Palace doesn't act as a Barracks, at least in standard epic Civ. I think the various methods suggested above are the best ways to get around this problem. Of course, if you are making a scenario or mod with a set map and set starting locations, you can turn off the "start units" altogether and manually pre-place the relevant settlers, workers, and whatever as you like.
Spacer One Jun 12, 2007, 09:01 AM Im trying to do this to the Epic game (My MWNN mod)...I think making the Palace a barracks will do the trick :)
wolf_brother Jun 12, 2007, 10:06 AM You can do better than that - you can have a different worker for every civ if you want. In the Units page of the Rules editor you can specify which civs are able to build a unit. So you could, for example, add in the Aztec Worker and make it available only to the Mesoamerican civs. Then you could add in the Roman Worker and make that available only to the Mediterranean civs. And so on. If you want all the various workers to be called simply "worker", so they really differ only in their graphics, you will have to add spaces to the names to differentiate them - "worker", "worker ", "worker ", and so on.
Well, I don't consider that better. It's very messy, both in the editor and actually in game, and I don't see why I need to have so many different units that are all workers.
So again, does anyone know if you can change unit animations based upon cultural group?
Quinzy Jun 12, 2007, 10:21 AM Yes. The very same way as Plot pointed out.
Steph Jun 12, 2007, 10:22 AM You can for the era, but probably not for cultural group
However, perhaps we could try?
Graphics can be changed for building, perhaps using the same syntax in the pediaicons it could work for units
Did someone ever tried that?
Plotinus Jun 12, 2007, 10:38 AM I meant "better" as in "more flexible". You can assign any given unit to as many - or as few - civilisations as you want. So you could apportion out workers precisely along cultural grouping lines if you want, or you could have more diversity, or less, depending on how you like it. You could have one kind of worker for Old World civs and another for New World civs and leave it at that, or you could have a unique one for every civ, or anything in between.
Virote_Considon Jun 12, 2007, 10:49 AM You can for the era, but probably not for cultural group
However, perhaps we could try?
Graphics can be changed for building, perhaps using the same syntax in the pediaicons it could work for units
Did someone ever tried that?
Yup. A long while ago. Didn't seem to work...
themanuneed Jun 12, 2007, 11:13 AM Yup. A long while ago. Didn't seem to work...
:( Sad... I always had it somewhere in my mind that it could have worked... my dream is broken!
Still the units are beautiful, I had missed the thread and found it long after the first DL, but I'm collecting them all right now! :goodjob:
Spacer One Jun 12, 2007, 12:21 PM @themanuneed...I dont understand what you are trying to do, but if I get the idea of your question, you just want to add workers to every "cultural" group...
You have to add each unit seperately, and assign each unit to the civs it would go to...then de-select the Firaxis worker from those civs...Easy peasy
I have it like this in my MOD:
Firaxis Worker -upgrades to-> Asian Worker -upgrades to-> African Worker -upgrades to->Arab Worker -upgrades to->Egypt worker -upgrades to->MesoWorker -upgrades to-> Medi Worker -upgrades to-> Celtic Worker [end upgrade path]
then you just select Asian worker for all the Asian civs (For example) and de-select the Asian civs from the Firaxis worker...repeat for each civ/culture group
wolf_brother Jun 12, 2007, 12:56 PM @themanuneed...I dont understand what you are trying to do...
What we're talking about is changing this;
#ANIMNAME_PRTO_Worker
Worker
#ANIMNAME_PRTO_Worker_ERAS_Industrial_Age
Worker Modern Times
#ANIMNAME_PRTO_Worker_ERAS_Modern_Era
Worker Modern Times
#ANIMNAME_PRTO_Worker_SLAVE
Enslaved Worker
...
#UNITICON_PRTO_Worker_ERAS_Industrial_Age
73
#UNITICON_PRTO_Worker_ERAS_Modern_Era
73
So that the worker's animation would change based upon cultural group, the same way certain buildings do, like this;
#ICON_BLDG_Temple
CULTURE
3
art\civilopedia\icons\buildings\templeamerlarge.pc x
art\civilopedia\icons\buildings\templeeurlarge.pcx
art\civilopedia\icons\buildings\templeromlarge.pcx
art\civilopedia\icons\buildings\templemealarge.pcx
art\civilopedia\icons\buildings\templefealarge.pcx
art\civilopedia\icons\buildings\templeamersmall.pc x
art\civilopedia\icons\buildings\templeeursmall.pcx
art\civilopedia\icons\buildings\templeromsmall.pcx
art\civilopedia\icons\buildings\templemeasmall.pcx
art\civilopedia\icons\buildings\templefeasmall.pcx
Spacer One Jun 12, 2007, 01:21 PM Ok, thats what I thought you were doing...and it wont work...but the way I suggested above will...like I said, all the workers in my MOD are culturally specific (except the initial one), and the graphics for each one upgrade through the Eras(where there is a possible upgrade, for example, all Workers become the "Engineer" (done by Wyrm) in the modern Era, but through the game they are culturally/Civ specific
Red Door Jun 12, 2007, 10:14 PM So, how's that Soviet worker coming along? :mischief:
The Tuna Bomber Jun 13, 2007, 02:46 PM wouldnt it be funny to have workers that unionize and strike for more wages, maybe steph simulation can do that somehow
Stormrage Jun 13, 2007, 04:03 PM Meh, I`d just nuke them and make the survivors clean it up :goodjob:
DragonBird Jun 15, 2007, 11:38 AM I support your course of action. And yes, Domestic Advisor, I know they're our people. :D
Bluemofia Jun 15, 2007, 03:57 PM Can you possibly make a worker in like a fancy suit?
Like if you put James Bond to digging roads and building forts? :mischief:
Plotinus Jun 16, 2007, 03:04 AM That would be rather odd - what would he be used for?
LizardmenRule! Jun 16, 2007, 09:52 AM A butler? Or as Bluemofia said, James Bond :D
Bluemofia Jun 16, 2007, 10:22 AM That would be rather odd - what would he be used for?
Like putting a politician to manual labor? :mischief:
kairob Jun 16, 2007, 10:46 AM For if the is a communist revolution!
Ozymandias Jun 16, 2007, 12:00 PM A fitting hymn for all these workers:
"Vstavaj, proklyat'yem zakleymyennjy
Vyes' mir golodnykh i rabov
Kipit naš razum vozmuščyennjy
I v smyertnjy boj vyesti gotov.
Ves' mir nasil'ya my razrušim
Do osnovan'ya, a zatyem
My naš my novjy mir postroim,
Kto byl ničyem, tot stanet vsyem!"
...for those who have no idea what this is, this is the "International", the original hymn of the Soviet Union. ;)
http://thunderbay.indymedia.org/news/2002/07/1085.php
-in English, with folk guitar :D
-Oz
Ozymandias Jun 16, 2007, 12:03 PM I've forgotten: what's the deal with Workers needing to be the second unit in the list?
Thanks,
Oz
Bluemofia Jun 16, 2007, 12:06 PM I've forgotten: what's the deal with Workers needing to be the second unit in the list?
Thanks,
Oz
Tradability issues.
Plotinus Jun 16, 2007, 12:22 PM The second unit on the list is the only one that can be traded. You can put any unit in that position and put workers wherever you want, but only the second unit will be tradable. Which means, of course, that if you give different workers to different civs, they won't all be tradable.
kairob Jun 16, 2007, 12:26 PM If you just have a "slave" unit, then could you sell your sefs of as slaves to other countries?
Bluemofia Jun 16, 2007, 12:43 PM The second unit on the list is the only one that can be traded. You can put any unit in that position and put workers wherever you want, but only the second unit will be tradable. Which means, of course, that if you give different workers to different civs, they won't all be tradable.
Can't you make them tradable if they upgrade to each other? (Worker A upgrades to Worker B which upgrades to Worker C and so on)
Virote_Considon Jun 16, 2007, 12:45 PM Nope, they have to be in the 2nd position.
Ozymandias Jun 16, 2007, 12:47 PM The second unit on the list is the only one that can be traded. You can put any unit in that position and put workers wherever you want, but only the second unit will be tradable. Which means, of course, that if you give different workers to different civs, they won't all be tradable.
TY :) So a "slave" would indeed have to go into this slot. It reminds me of the original Civ where only one tech tree slot allowed +2 techs. Why the blazes don't these people code more flexibly? (At this point, the question has simply become one of professional astonishment.)
-Oz
Bluemofia Jun 16, 2007, 12:50 PM Not even if you do something like this (http://forums.civfanatics.com/showthread.php?t=114923) except with workers instead of military units?
EDIT: Oh wait. I read farther down and read that I can't. Oh well.
Plotinus Jun 16, 2007, 12:54 PM TY :) So a "slave" would indeed have to go into this slot. It reminds me of the original Civ where only one tech tree slot allowed +2 techs. Why the blazes don't these people code more flexibly? (At this point, the question has simply become one of professional astonishment.)
-Oz
http://forums.civfanatics.com/uploads/37977/mrthardcoded.jpg
And that's all that can be said!
Ozymandias Jun 16, 2007, 01:15 PM http://forums.civfanatics.com/uploads/37977/mrthardcoded.jpg
And that's all that can be said!
:lol: Good one. :)
-Oz
ShiroKobbure Jun 16, 2007, 01:56 PM What I do is make the workers turn into slaves when they are captured, so slaves are the 2nd unit on the list. So civs can trade slaves. It is also more historically accurate I think. The only problem is you can only have one type slave unit(that can be traded)....
Spacer One Jun 16, 2007, 02:17 PM I have different workers for several civs, and they are all tradeable...just like BlueMofia suggested...unit A --> Unit B --> Unit C...and they are all tradeable...
I know this because my favorite "glitch" in my current mod, is playing as Tibet, Capturing African Workers, and then upgrading them into "Asian Worker(Maori)"...then trade it back...
(P.S. I dont know why this happens in my Mod...Im trying to find somewhere to host it as we type)
AncientOne Jun 17, 2007, 05:53 AM Not really. What you can do is to change which units you start with, but that change will be for all civilizations. You change the starting units in the C3C editor:
But no.. you can have different starting units for every civ.. just in rules/general you take starting units away.. and instead you add starting units in scenario properties/players.. then offcourse players/civs have to be defined
Ozymandias Jun 17, 2007, 12:06 PM But no.. you can have different starting units for every civ.. just in rules/general you take starting units away.. and instead you add starting units in scenario properties/players.. then offcourse players/civs have to be defined
What's the difference between "Players" and "Civs" (I don't play this game H2H). If the answer is "none", does that mean that pre-assigning techs in the Scenario's properties is the same as assigning starting techs elsewhere in the editor? :confused:
Thanks,
Oz
Bluemofia Jun 17, 2007, 12:24 PM "Civs" are the actual civilizations that you can choose from. "Players" are the current civs in the game.
And yes, you can. But those civs will be guaranteed to appear in the game.
Plotinus Jun 17, 2007, 12:29 PM To put it another way, civs are types and players are tokens, although it's hard to tell the difference because you can't have more than one type of any given token (two players can't each be the Romans, for example). Rather like Thomist angels (every individual is a unique species).
This is what happens when I'm left alone all day, putting together fifteen flics for a single unit (!) gets dull, and my mind wanders.
Wolfhart Jun 17, 2007, 02:43 PM ... fifteen flics for a single unit (!) ...So much to look forward to... :drool:
Blue Monkey Jun 17, 2007, 05:46 PM To put it another way, civs are types and players are tokens, although it's hard to tell the difference because you can't have more than one type of any given token (two players can't each be the Romans, for example). Rather like Thomist angels (every individual is a unique species).OT: But wouldn't "Thomist angels" itself be a type, and therefore there could only be one instantiation (token)? [insert too much set theory, not enough theology smiley]
I'm finding this discussion of unique/flavored/civ-specific units very instructive. Keep it up, everyone.
Stormrage Jun 17, 2007, 05:53 PM I don`t get what are we discussing in the first place? :hmm:
kairob Jun 17, 2007, 06:11 PM How to best impliment; a) Flavour units in genoral, and b) Flavour Workers in particular. I think...
Stormrage Jun 17, 2007, 06:48 PM But.. don`t we know all that? Just open a .biq from any better mod..
BadKharma Jun 17, 2007, 07:06 PM This is what happens when I'm left alone all day, putting together fifteen flics for a single unit (!) gets dull, and my mind wanders.
I look forward to seeing the results.
Ozymandias Jun 17, 2007, 09:18 PM @Bluemofia & Plotinus - So there's a 1:1 correlation between Players and Civs, meaning that the "free starting techs" option is available via two different options, in two very different places, in the editor. Of course. After all, why should any of this make sense? :p
Thanks To All,
Oz
Bluemofia Jun 17, 2007, 09:24 PM Not necessarily. Players <= Civs. You can have 31 civs, but only 8 players in a standard map in Civ III Conquests for example.
Well, the free starting techs given in the civ section in the rules gives them up to 4 techs that they start with. But the civ doesn't necessarily have to appear in the game.
If the techs are given in the scenario properties, the civ must appear in game, though you can potentially give them all of the techs in game, not just the 4 they start with in the rules. (plus you can further customize it by removing the ones they start with, leaving them with no techs, or some of their starting techs.)
Ozymandias Jun 17, 2007, 11:15 PM Not necessarily. Players <= Civs. You can have 31 civs, but only 8 players in a standard map in Civ III Conquests for example.
Well, the free starting techs given in the civ section in the rules gives them up to 4 techs that they start with. But the civ doesn't necessarily have to appear in the game.
If the techs are given in the scenario properties, the civ must appear in game, though you can potentially give them all of the techs in game, not just the 4 they start with in the rules. (plus you can further customize it by removing the ones they start with, leaving them with no techs, or some of their starting techs.)
Thanks for the clarification. :)
-Oz
Azmorg Jun 18, 2007, 05:35 PM Plotinus:
It seems redundant to add one more piggy back onto all the others, but I'm going to anyway.
This is one of the most fantastic pieces of work that have been released in these forum's. I am incredibly impressed. I think that this group of units is perhaps the most supurlative ever, with perhaps only the knight pack made by BeBro being their equal. I had replied to a different thread a while ago indicating that I believed leaderheads to be the consumate work. I am having to re-evaluate that opinion. Thank you.
Azmorg Jun 20, 2007, 11:22 PM Prospector's a lefty!
Stormrage Jun 21, 2007, 05:16 AM Wha? :confused:
Quinzy Jun 21, 2007, 08:36 AM The mining animation is southpaw.
Plotinus Jun 21, 2007, 09:50 AM Are you sure? I just copied the Firaxis worker and I must say that were I to wield a pick-axe I would do it in that way, I think. But I never have, so who knows? My girlfriend holds the knife and fork in the wrong hands for no good reason that I can tell.
Glad you like them, Azmorg. I hope to have some more up within the next few days.
Rob (R8XFT) Jun 21, 2007, 10:28 AM My girlfriend holds the knife and fork in the wrong hands for no good reason that I can tell.
You leave her alone. I hold the knife and fork the "wrong" way round and can't seem to use them the "right" way round. I think it was a form of rebellion in my early days as I was initially left handed, but the pen was forced into my right hand.
The amazon worker has become an Iceni worker in the mod ;) . I'm looking forward to your other additions. What has been great with these different workers, as well as them looking like the region they're intended for, is that I've been able to set different "strength" levels for each civ, depending on their other advantages/disadvantages in the mod.
kairob Jun 21, 2007, 02:20 PM I use my nife and fork the wrong way round too! and I am completely right handed, its just so much easier with ya fork in ya right hand...
BadKharma Jun 21, 2007, 02:52 PM Are you sure? I just copied the Firaxis worker and I must say that were I to wield a pick-axe I would do it in that way, I think. But I never have, so who knows? My girlfriend holds the knife and fork in the wrong hands for no good reason that I can tell.
Glad you like them, Azmorg. I hope to have some more up within the next few days.
You do realize that left handed people are the only ones using their right mind ;)
Rm80 Jun 21, 2007, 03:37 PM I heard that southpawn people had some brain-disorder.ohh yes all you left handed people of the world take it as an insult but remember that the genious people like Einstein and so on where all southpawns....
ye I almost forgot....brilliant workers dear "The One" or Plontios
Stormrage Jun 21, 2007, 04:37 PM Plontios? *adds one to the list, beneath Plontodendron*
I`m lefthanded, if thats what you people are talking about (never heard the term southpawn). Tons and tons of famous and talented people in history were lefties. I`m proud of it. I taught myself to write (like Tarzan!) before school (I started out drawing the letters), so I told the teacher to bugger off. Of course, my handwritting is horrible, but I`ve seen worse :D
Keroro Jun 21, 2007, 04:55 PM Are you sure? I just copied the Firaxis worker and I must say that were I to wield a pick-axe I would do it in that way, I think. But I never have, so who knows? My girlfriend holds the knife and fork in the wrong hands for no good reason that I can tell.
What possible need can there be for a Theologian to use a pick? Unless seeking to dig out the nature of divinity or excavate the archeology of religious history?
I'll look forward to the new workers you mentioned. Are there any settlers or an arabic worker amongst them?
Stormy - I've never noticed your handwriting being horrible on the forum. :mischief:
embryodead Jun 21, 2007, 05:01 PM Kinda late reply, but this issue of second-on-the-list confused me a bit... since none of my mods have workers in second slot, and there are no trading issues that I know of. The tradeable unit is the unit that is set as "captured unit" under general settings. Looking at the tutorial from 2005 it looks like a misunderstanding (because in an otherwise unmodded civ3 game, second unit on the list is also the captured unit, but you can change it).
kairob Jun 22, 2007, 02:16 AM I love it when you turn up ED, here we are finally agreeing about something and you just have to prove us all wrong don't you? ;)
Anyways what the devil does southpawns mean?
Plotinus Jun 22, 2007, 03:09 AM The term is "southpaw" and it is American slang for a left-handed person.
Embryodead, I really think you're wrong, and that the second unit on the list is the tradeable one, not the one tagged as "capturable". At any rate, that's how I've changed the tradeable one in mods, by changing which one is second in the list. But maybe the method you mention is an alternative one?
There aren't any settlers among the new units - I will be posting those in a separate thread at some point - but there is an Arabian Worker among them. And an absolute bugger he has been to make, too.
embryodead Jun 22, 2007, 06:34 AM Embryodead, I really think you're wrong, and that the second unit on the list is the tradeable one, not the one tagged as "capturable". At any rate, that's how I've changed the tradeable one in mods, by changing which one is second in the list. But maybe the method you mention is an alternative one?
Well, not so much an alternative - it's just a coincidence that by default, the second unit on the list is also set as Captured Unit, so by changing it, you also change the Captured Unit entry. From other mods, I've just checked EFZI2 - the Supply Parcel is like 20th on the list, but set as Captured Unit - and it's tradeable.
There aren't any settlers among the new units - I will be posting those in a separate thread at some point - but there is an Arabian Worker among them.
That's the one I've been waiting the most! :D
Virote_Considon Jun 22, 2007, 09:38 AM So many fellow left-handers!
DragonBird Jun 22, 2007, 10:10 AM I use both... Oh, God! I'm a mutant!
Ozymandias Jun 22, 2007, 12:01 PM I use both... Oh, God! I'm a mutant!
Sorry, probably not - merely ambidextrous. ;)
-Oz
Stormrage Jun 22, 2007, 12:42 PM Dang, I already called the Inquistion, Gregor Eisenhorn is on the way...
BadKharma Jun 22, 2007, 01:14 PM Well, not so much an alternative - it's just a coincidence that by default, the second unit on the list is also set as Captured Unit, so by changing it, you also change the Captured Unit entry. From other mods, I've just checked EFZI2 - the Supply Parcel is like 20th on the list, but set as Captured Unit - and it's tradeable.
That's the one I've been waiting the most! :D
Ahhhh so it isnt actually the position in the cue it is whatever unit is marked as captured unit. That is very interesting news,
KingArthur Jun 22, 2007, 04:38 PM Embryodead's right you know. Here's a piccie from the aforementioned scenario showing the Farmers offering 50 supplies for a supply parcel. Piccie also of the unit stats for a supply parcel.
Keroro Jun 22, 2007, 07:08 PM Sorry, probably not - merely ambidextrous. ;)
-Oz
One of the first feats that I take when playing as a rogue in Neverwinter Nights. :) Very useful. I tried to train myself to use the left hand once - it was actually easier than I thought.
Experiment - everyone who's right handed - try writing with your left hand for 10 minutes a day for a month and see how well you're doing. I wager that your left handed writing will at least be legible.
Blue Monkey Jun 22, 2007, 08:03 PM What possible need can there be for a Theologian to use a pick?To penetrate the thick skulls of those advocating heterodox cosmogonies of course.
Quite a crude, and probably offensive joke, eh? Even if it was said with a light-hearted intention.
As a left-handed person I'd like to point out that things like "southpaw" or "I use the fork in the wrong hand" are considered by many of us to be as repulsive as racist remarks that I won't repeat. That they are quotidian and ubiquitous is no exoneration. In everyday speech in English we don't usually say "that's correct" or "is that all the ice cream that remains?" And the alternatives hurt, even if we have been struck so often that we no longer notice. Ask any of our French-speakers what "gauche" means, or let those who speak Latin tell us about the real meaning of "dexterous" and "sinister". They are not isolated examples, either.
I once wrote a paper for a graduate course pointing out the difference (several percentage points) between the proportion of the population in the US born left-handed vs. those still left-handed as adults. In the 21st century west any ethnic group that forcibly lost members through the efforts of a whole society would soon revolt. Aside from the experiences of those like my grandfather, who had his left arm tied to his side in school, or those of us who have had our hands repeatedly slapped or beaten, there are many subtler prejudices. I had to teach myself to write, and to tie my shoes, without adult help, because they baldly said "I can't do it the way you do."
In my short paper, for which I did only three days' research, I was able to identify well over 150 common items that are designed for right-handed use. This includes everything from steak knives and spiral-bound notebooks to computer mice and keyboards. If you don't believe me about that last one look where the numeric keypad is located. Image the outrage if ATM touchscreens or commodes were designed to be more awkward for Christians than for Muslims.
I know that there are going to be some left-handed members here who will apologetically describe my position as extreme. Poor unfortunates! As Paolo Frere has pointed out in Pedagogy of the Oppressed (http://www.amazon.com/Pedagogy-Oppressed-Paulo-Freire/dp/0826412769/ref=pd_bbs_sr_1/002-5396061-3296045?ie=UTF8&s=books&qid=1182559724&sr=1-1), the ultimate oppression is to so inculcate the system of dominance that the oppressed carry the now invisible oppressor within themselves.
Gen. Rommel Jun 22, 2007, 08:15 PM ^ So, how 'bout them workers, eh? :blush: ;)
Stormrage Jun 23, 2007, 05:29 AM @Blue_Monkey - but if everything was made easier for us lefties, I for one wouldn`t feel so special anymore :)
Luv the new avie!
Plotinus Jun 23, 2007, 05:43 AM [Blue Monkey] I don't think that knife-and-fork usage has got anything to do with being left-handed - my girlfriend is right-handed, and all the left-handed people I know hold the knife and fork in the normal way. As for the attempts to punish left-handers for doing things the "wrong" way around, surely that doesn't happen today? It's the sort of thing that went on in the nineteenth or early twentieth centuries, akin to anti-onanism devices and suchlike.
Stormrage Jun 23, 2007, 05:48 AM This place has a gazillion threads and a trillillillizillion posts, but I`m pretty sure its the first time the term "anti-onanism devices" has been mentioned around here :goodjob: Reminds me of the first episode of Beavis & Butthead that I`ve seen :lol:
Yoda Power Jun 23, 2007, 07:43 AM Well not acording to this search (http://forums.civfanatics.com/search.php?searchid=309802). But then I wasn't actually able to locate the word anywhere in the threads.
Azmorg Jun 23, 2007, 08:59 AM Left-handed workers of the world unite! You must find common cause to join your left hands together and throw off the oppressive yolk of the right-handed elite. Do not allow yourselves to be humiliated any longer by the snobbish superiority of the right ones. Take your left hand from behind your back, do not be left behind, raise your left hand into the air. Raise the left-handed fist of defiance and cry out, "I am not an animal! I.. Am.. A.. Man!"
Unless your a women. In that case, keep your darn hands down and go get us men some food.
Stormrage Jun 23, 2007, 09:02 AM Ho boy, I hope Mathilda or Chieftess don`t come along and see this.. you would be missed, Bretwalda :D
I....Am....Sparta!
kairob Jun 23, 2007, 11:28 AM I love the way that thread started by Plotinus (the only Moderator I have seen around) always end up so increadably off topic...
Plotinus Jun 23, 2007, 11:46 AM That's because my threads are so rich in subject matter and profound in insight that there is plenty of material for people to digress about.
Azmorg Jun 23, 2007, 11:55 AM And we expect nothing less from our resident theologian, thank you very much.
Blue Monkey Jun 23, 2007, 01:16 PM [Blue Monkey]As for the attempts to punish left-handers for doing things the "wrong" way around, surely that doesn't happen today? It's the sort of thing that went on in the nineteenth or early twentieth centuries, akin to anti-onanism devices and suchlike.1960s is hardly "early" 20th, which is when I remember being whacked with a ruler on several occasions for not writing like everyone else. If punishment is strictly physical torture then why does everyone have a problem with what went on in Abu Ghraib? Daily pain and early exhaustion from forced use of backwards tools, as well as the mental stress of living in a mirror world, can at some point be considered punishment. Left-handed tools can be had; usually at 50-100% more cost than what is referred to as the "standard" version, not to mention the difficulty in finding them in the first place. I'm not going to recite the whole list of items I'm aware of that are dextrous by design. But do contemplate the use of screws and scissors. Most of those who haven't experienced things like having their cut and paste Mother's Day cards be the butt of ridicule through no fault of their own year after year wouldn't understand the humiliation of having your essential nature repeatedly and ubiquitously attacked by objects as well as persons. At least I "got" Kafka and PKD in middle school.
And we're talking about discrimination against a whole category of persons, not just random individuals. Frere points out that one of the most effective tools of the oppressor is to get the oppressed to see each other as the enemy, or at least focus on each others as competitors. As an educator I'm sure at some point you've been in those lecture halls with the fold-up writing table or in a classroom where you slide in from one side of the desk because it has a similar writing table. I never saw one in the US in which 12% were left-handed, to match the student population. Try doing 11 years of college when the facility itself hampers your ability to succeed. In one of my doctoral seminars at Columbia University I had to compete with three other left handed students for the single left-handed desk. If I wasn't in the room 1/2 hour to 45 minutes before the professor, I'd end up sitting sideways to use a right-handed desk at an angle where I couldn't both see the board notes and write. Furniture doesn't care about your ethnicity or religion. How's that for punishment?
I'm taking a break from the forums until about the 28th due to RL demands. I look forward to more enjoyable postings both on and off topic by all my never-met friends, and the chance for continued pleasurable collaboration, on my return.
DragonBird Jun 23, 2007, 06:56 PM I sure you do realize that this is just humor. And yes, our humor is offensive to a certain group of people, but then again... isn't all humor that way?
lighten up! :)
BTW, look forward to see you again
Plotinus Jun 24, 2007, 03:54 AM No, I don't think humour needs to be offensive - the claim that it does is just the sort of thing that certain kinds of people say to defend the likes of Bernard Manning. And I don't think telling someone who feels discriminated against to "lighten up" is very helpful, no matter what you may think about the justifiability of the grievance.
Anyway, enough of this.
kairob Jun 24, 2007, 04:00 AM I understand left handed scissors, as I tried to use one and made a right mess, but I will never understand the need for left handed items which are simetrical, like pens, or mugs...
BadKharma Jun 24, 2007, 04:16 AM Blue Monkey makes some very valid points. I was fortunate that I was never punished for using my left hand but I know that even today their remains a strong stigma against left handed people. I served my country in the US military and let me ask anyone that has ever fired a rifle before what side the spent cartridge ejects from? If you are left handed the answer is right across your face. I wasnt aware they made left handed pens and mugs though.
Steph Jun 24, 2007, 04:29 AM They even made left handed hammer, which are very helpful if you need to save the world from an evil purple tentacle.:hammer2:
Stormrage Jun 24, 2007, 06:46 AM Yah, I too had trouble using the rifle when I was in the army. But.. we really need to stop. Plutonium, I suggest you use the "bold dried-blood letters of command", cos its obvious us rascals can`t control ourselves..
Plotinus Jun 24, 2007, 07:35 AM Well, I can let you know that I'm finishing off the next batch of workers right now. It's a terribly long process though. Also I've just found that one of them looks terrible if the civ colour is anything other than blue, which means I may have re-render the whole thing, which is a real pain and delays everything.
Stormrage Jun 24, 2007, 09:00 AM Thats great news! :D
Bummer! :(
Well.. it still good news :)
Yoda Power Jun 24, 2007, 09:36 AM No previews? :)
Plotinus Jun 24, 2007, 11:04 AM No, I prefer to unleash them in a blaze of unpreviewed glory...
BadKharma Jun 24, 2007, 02:48 PM How many will be in the new batch?
Spacer One Jun 24, 2007, 05:21 PM MORE!!...how many brilliant units can one man make???
thanks again for this amazing project Plot...Workers are so important to the game, and yet Ive abandoned Mod ideas because the workers didnt exsist...Now there are enough workers to fill any Real World scenario (At least bearably) A great Huzzah to you sir...Huzzah indeed...
Plotinus Jun 24, 2007, 05:25 PM Well, I have nine ready to rumble, one rendering tonight, and two more that I thought were complete but turn out to have problems which will probably require me to re-render them. Which I really, really don't want to do, but there you go. Especially annoying as they're probably the two that would be most widely useful.
BadKharma Jun 24, 2007, 06:18 PM 9 more!:eek: That is a major addition.
Spacer One Jun 24, 2007, 06:41 PM :salute: Major Additions awaiting deployment Sir!
Bluemofia Jun 24, 2007, 07:21 PM Yayness. 9 more different slaves workers to join my workforce. :D
Azmorg Jun 24, 2007, 08:53 PM Prospector's a lefty!
Oh, wait. We already did that one.
Plotinus Jun 25, 2007, 07:22 AM I decided to add the nine I've got - they're on the front page. Hopefully the others should follow before too long. Special thanks this time go to utahjazz7 for the Sickle prop, and to R8XFT for the civ-coloured tartan.
TopGun Jun 25, 2007, 07:29 AM goody goody! These workers rule supreme. Which should fill every commie's heart with joy... :lol:
;)
wolf_66 Jun 25, 2007, 07:34 AM Great addition to your workers library!
Since you said something more should come... I would like to draw your attention to a (in my opinion) badly needed unit: combat engineer i.e. military worker
'cos these guys are not normally involved in thinghs such minin or farming this unit should not need all "normal" worker animations. I would rather suggest to include "build road", build fortress" (maybe piling up sandbags) and "pillage" animation (used to simulate breaching and/or combat engineer demolitions) as well as "attack", "run", "default" and "death".
KingArthur Jun 25, 2007, 09:01 AM HarHarHar! :rotfl: The chain gang and pirate workers are now my most favourite units of all time. Great fun. Thanks for these Plotinus.
Steph Jun 25, 2007, 09:19 AM They are very nice, but now I wonder how I could use them in my mod...
I guess, they'll go with the Satyr worker
Yoda Power Jun 25, 2007, 09:45 AM They are great. :)
I love the American and the Arab workers. The Chain Gang was a nice touch.
What is the Soviet "harvest" animation supposed to be? Irrigation?
edit: Just had a better look at the Scottish worker, that kilt is pretty cool too. :goodjob:
Sword_Of_Geddon Jun 25, 2007, 09:47 AM I like them. Hopefully the Zulu worker is next?
CamJH Jun 25, 2007, 09:50 AM They're awesome Plotinus.
You've really outdone yourself with all of these workers.
CFC is once again in your debt.
Steph Jun 25, 2007, 09:51 AM They are great. :)
What is the Soviet "harvest" animation supposed to be? Irrigation?
No, it's the "cut the root of pollution"
Ozymandias Jun 25, 2007, 09:55 AM Excellent stuff! - I'm beginning to think we need a smilie somehow representing not worshipping either golden calves or certain new units :) .
Best,
Oz
Stormrage Jun 25, 2007, 10:50 AM :woohoo:
They`re great! Can`t wait for the other 3! :D
:thanx:
kairob Jun 25, 2007, 11:08 AM Which would better suite the Khmer, your Polanesian or the Asian one from shogun?
Miles Teg Jun 25, 2007, 11:26 AM Wow amazing. Now what can be done with the pirate worker?
odintheking Jun 25, 2007, 12:18 PM Dude!!! I love you. And your units, too. You rock, Plotty!!!!
Plotinus Jun 25, 2007, 12:22 PM Thanks for the comments. The Soviet Worker is clearing jungle in the preview. And the Khmer would probably be best served by one of the three remaining units that I'm working on now, so wait a few days for that one.
Exoticpollution Jun 25, 2007, 12:32 PM Wow, everything looks wonderful. Even the lazy Scot looks great just standing around.
I like the idea of the lumberjack. Colonization had them and so should Civ. Sometimes I wish I were a lumberjack, leaping from tree to tree as they float down the mighty rivers of British Columbia... =)
Mirc Jun 25, 2007, 01:10 PM These look great! This pack is definitely one of the greatest ever at CFC!
BadKharma Jun 25, 2007, 01:19 PM Great addition to your workers library!
Since you said something more should come... I would like to draw your attention to a (in my opinion) badly needed unit: combat engineer i.e. military worker
'cos these guys are not normally involved in thinghs such minin or farming this unit should not need all "normal" worker animations. I would rather suggest to include "build road", build fortress" (maybe piling up sandbags) and "pillage" animation (used to simulate breaching and/or combat engineer demolitions) as well as "attack", "run", "default" and "death".
If all the terraform functions are not included the AI will not use the work abilities. Although a combat engineer would be a great addition. Maybe something like a navy seabee, or more generic wearing a helmet. The chain gang is a real hoot I'm going to have to replace the captured worker with that one for sure. I originally liked the Celt worker as a pirate worker but I see now you specifically made one once again great job.
Virote_Considon Jun 25, 2007, 01:50 PM Wow!
So many workers! Soon, you'll have more workers than we can have civs in a game! (Which can only be a good thing :))
utahjazz7 Jun 25, 2007, 03:16 PM This is a simply excellent collection of units. Great work!
Exoticpollution Jun 25, 2007, 03:52 PM I think that somebody had already made a combat engineering vehicle. I'm not completely sure about that. Although that wouldn't be the same as an individual dude of course.
embryodead Jun 25, 2007, 04:11 PM The awesome pack, now with double awesomeness :goodjob: The pegleg worker is hilarious...
Quinzy Jun 25, 2007, 04:51 PM Holy cheesecake! These are smashing! :D
cubsfan6506 Jun 25, 2007, 04:54 PM If all the terraform functions are not included the AI will not use the work abilities. Although a combat engineer would be a great addition. Maybe something like a navy seabee, or more generic wearing a helmet. The chain gang is a real hoot I'm going to have to replace the captured worker with that one for sure. I originally liked the Celt worker as a pirate worker but I see now you specifically made one once again great job.
You could simply replace the lumberjack animation.
Yabanjin Jun 25, 2007, 06:43 PM Absolutely wonderful range of workers... and still more to come. Great job!
NavyDawg Jun 25, 2007, 09:22 PM These are absolutely amazing! Great installment, Plotinus.:goodjob:
BTW, has your PC exploded yet from all the rendering?
Bluemofia Jun 25, 2007, 10:14 PM :D
Awesome! Keep up the good work!
utro43 Jun 25, 2007, 11:57 PM Plotinus......
you have GOT to put a Claymore in the hands of that mighty Scottish warrior!
*ahem* i mean "worker" ;)
oh man...you just GOT to! :please:
these are so great! thank-you!
Stormrage Jun 26, 2007, 04:04 AM Well, not sure if Plot will take it, but I second this!
Imagine the fidget or victory animation - he moons ya! :rotfl:
Gen. Rommel Jun 26, 2007, 08:15 AM And the Khmer would probably be best served by one of the three remaining units that I'm working on now, so wait a few days for that one.
Hmmm, is that by chance a hint for a Southeast Asian worker? If so, that would be the most glorious news to my ears in a while...finally, my Vietnamese and Thai civs could have their own unique worker! ;)
Great expansion to the list by the way. I love the arabic worker, he looks simply stunning. And the highlander worker looks awesome as well! Now I'm considering who to dump so that I can add a Scottish civ just so I can add this great looking unit to my epic game.
utro43 Jun 26, 2007, 09:22 AM Well, not sure if Plot will take it, but I second this!
Imagine the fidget or victory animation - he moons ya! :rotfl:
hahahaha! that would be sooooooo sweet.
see that Plot? the fanatics have spoken! ;)
i really feel we should have a mod about Edward I, and his ambition of turning
Britain into an empire. We'd need many Scottish units, and this guy is just sooo
awesome! :D
but i love them all, already worked in the Egyptian and African workers into my mod. great work!!
Vuldacon Jun 26, 2007, 09:49 AM Plotinus... Congratulations and many thanks for undertaking this major endeavor. Your workers are all Very well done and will probably be used in more games than any other units since workers are always needed and so few were available before you decided to take on the task of making this variety.
:clap: :hatsoff: :goodjob:
Plotinus Jun 26, 2007, 11:07 AM Yes, I may as well tell you that the final three of this set will be a Vietnamese Worker, a Germanic Worker/Warrior, and a Viking Worker/Warrior. I was hoping to have them all done before the new cabinet is announced but unless there is a sudden political crisis, this is unlikely!
A sort of modern soldier or marine worker is an idea, but I don't feel very inspired without images, and in any case I can never get very excited about modern soldier type units as they all look much the same to me. The William Wallace unit idea is more fun, although kindred72 made something similar (http://forums.civfanatics.com/showthread.php?t=47986). You could have him shout "Frrrreeeeedom!!!" during the Death.
Wolfhart Jun 26, 2007, 01:58 PM a Germanic Worker/Warrior, and a Viking Worker/WarriorBoth Germanic and Viking workers, and with attack flics too?! Oh my... this is even better than I hoped for! :drool:
Steph Jun 26, 2007, 02:14 PM I'm very happy, my mod is becoming more and more interesting to do :)
Adler17 Jun 26, 2007, 02:28 PM Nice units!
Adler
Gen. Rommel Jun 26, 2007, 02:39 PM ...this set will be a Vietnamese Worker, a Germanic Worker/Warrior, and a Viking Worker/Warrior...
Oh my bahjesus! That is such a nice list of units on the way, I get giddy just thinking about it. In fact, there were no other worker units I could think of that I could use, besides those, that you still could have made. Now I don't have anymore possible units to request, I'm as content as possible. Thanks man, can't wait to see the outcome! :goodjob:
Keroro Jun 26, 2007, 03:11 PM I felt that I should stop by again to congratulate (and thank) you on this fantastic selection of units.
Yes, I may as well tell you that the final three of this set will be a Vietnamese Worker, a Germanic Worker/Warrior, and a Viking Worker/Warrior. I was hoping to have them all done before the new cabinet is announced but unless there is a sudden political crisis, this is unlikely!
The Germanic and Viking workers will be most interesting. They'd fit very nicely in a large number of scenarios.
I might possibly be able to engineer some kind of political crisis, if it were useful for you. ;) By the way, Gordon Brown is the first person in an awful long time to be Prime Minister and Chancellor of the UK at the same time. Anyone name the last one?
Quinzy Jun 26, 2007, 03:24 PM Bimey, this is phenomenal!
Perhaps a flametyhrower attack for the combat engineer, if one is in the line at all.
DragonBird Jun 26, 2007, 04:33 PM Well, not sure if Plot will take it, but I second this!
Imagine the fidget or victory animation - he moons ya! :rotfl:
Na... Starter attack ;)
Spacer One Jun 26, 2007, 06:32 PM A) Plot thank you SO much for the Chain gang worker...that one was my request I believe, and Im super pleased with it
B) Holy (expletive deleted)...Arab and Polynesian workers are going straight into my Mod...a few other need to be worked in...
C) The soviet worker is cooler than words
Hikaro Takayama Jun 26, 2007, 08:15 PM The Lumberjack is going into the FF mod as the "European" type worker, and the chain gang guy is going in as the captured worker.
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