View Full Version : Max_players = 32 :)


cephalo
Oct 09, 2008, 11:33 AM
That's a nice convenience eh? Dramatically increases the kinds of mods you can make without having to merge a mod for that.

This game seems like it will be a very good modding foundation.

I have one question for those in the know, I've seen alot threads regarding using col graphics in civ, but nothing about using civ graphics in col. Is that going to be a headache that will cause us to have wait for any civ units to be converted for col? It would be nice to have access to the huge civ library we have here at CFC.

HG_CassiusA
Oct 09, 2008, 12:36 PM
My best guess is that there should not be any trouble with using Civilization IV assets in Colonization.

AlazkanAssassin
Oct 09, 2008, 12:53 PM
I've been trying to put civ4 units into a colonization mod, but there have been complications.

The first complication is that colonization uses different shaders for gloss and a different method of applying teamcolor so any unaltered civ4 unit used will appear pink and transparent in some or all locations. This is resolved by modification in nifviewer.

Secondly, the colonization xml files do not include most of the sound and effect tags call by the unit animations and they will need to be added manually to about 4 different xml files.

Thirdly, there seems to be some sort of conflict with existing civ4 effects. I have been unable to get any unit with a projectile weapon from civ4 to function in civcol, but melee units convert over without this issue.

HG_CassiusA
Oct 09, 2008, 01:09 PM
Oh, I see. Thanks for the information, AlazkanAssassin. :goodjob:

Jeckel
Oct 10, 2008, 01:05 AM
I've been trying to put civ4 units into a colonization mod, but there have been complications.

The first complication is that colonization uses different shaders for gloss and a different method of applying teamcolor so any unaltered civ4 unit used will appear pink and transparent in some or all locations. This is resolved by modification in nifviewer.

Secondly, the colonization xml files do not include most of the sound and effect tags call by the unit animations and they will need to be added manually to about 4 different xml files.

Thirdly, there seems to be some sort of conflict with existing civ4 effects. I have been unable to get any unit with a projectile weapon from civ4 to function in civcol, but melee units convert over without this issue.

Yea, thanx AA. I'm glad its possible to one extent or another. :goodjob:

Melinko
Oct 11, 2008, 02:07 PM
I've been trying to put civ4 units into a colonization mod, but there have been complications.

Humm.. thanks for the explanation I heard something awhile ago about the shader, but had no idea on what it all effected... not to mention the other problems. :goodjob:

And good luck getting projectile weapon guys over.. I am really looking forward to seeing Colonization with advanced units from Civ4 :)