GoodWin
Oct 08, 2002, 09:06 AM
Turret
It includes: Default, Fidget, Fortify, Bombard (Attack) and Death Flics.
It includes: Default, Fidget, Fortify, Bombard (Attack) and Death Flics.
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View Full Version : New Unit: Turret GoodWin Oct 08, 2002, 09:06 AM Turret It includes: Default, Fidget, Fortify, Bombard (Attack) and Death Flics. GoodWin Oct 08, 2002, 09:07 AM Part II... GoodWin Oct 08, 2002, 09:10 AM Here is preview of Bombard… GoodWin Oct 08, 2002, 09:11 AM …and Death pesoloco Oct 08, 2002, 09:29 AM Cool! You can give it "ZONE OF CONTROL" too so when enemies come by it it blasts 'em. W.i.n.t.e.r Oct 08, 2002, 10:45 AM Cooool- make it buildable in coastal cities only - an immovable coastal battery with deadly bombardement towards the sea (these guns are hard to move towards the land as they are usually installed in a fixed position and should not be as effective against land borne-troops) W.i.n.t.e.r Oct 08, 2002, 10:51 AM High range paired with ZOC: strategically positioned cities will become prime assets, controlling waterways much more effectivelly than ever before !!! They should be expensive though :o to impede than the AI will build too many of them- what AI flag should best be given, anyone ?? edit: all it needs is an i.i file and cool, deep firing and turning sounds :goodjob: pesoloco Oct 08, 2002, 11:06 AM Originally posted by W.i.n.t.e.r Cooool- make it buildable in coastal cities only - an immovable coastal battery with deadly bombardement towards the sea (these guns are hard to move towards the land as they are usually installed in a fixed position and should not be as effective against land borne-troops) Does Zone of Control apply to sea units? Like if a boat goes by it will shoot it? I don't think it does, but the bombard action will let you hit them. W.i.n.t.e.r Oct 08, 2002, 11:15 AM Originally posted by nonnob3 How can you assign the proper codes to place this unit on costal cities...It can't move? http://www.civfanatics.net/uploads2/question.gif Haha- make it a sea unit with a movement factor of = (zero) for starters http://mysmilies.com/s/cwm/aim/uptosumpn.gif hetairoi22 Oct 08, 2002, 11:46 AM Can a unit with zero movement or immobile checked still bombard? :confused: W.i.n.t.e.r Oct 08, 2002, 11:56 AM Originally posted by hetairoi22 Can a unit with zero movement or immobile checked still bombard? :confused: Hmmm- lets find out :) --- Pesoloco --- has it ever been tried :confused: Kinboat Oct 08, 2002, 05:51 PM I love those smoke effects :) Great unit, just a question... What program did you do this in? OmniMower Oct 08, 2002, 06:14 PM DAMN! Very nice looking thing! :goodjob:!!!!!! Coastal Fortress comes to its right! ...but how? :D stainz Oct 08, 2002, 06:20 PM if it is at all possible to do... a land unit w/ a very high cost, a mov. fac. of 0, zoc, bombard (reasonably high), airdrop of 8?, 1 defence (for the reason... most people would line their coasts with them making it almost impossible to place units in enemy territory via amphibious assault (i would.)) avail. w/ (insert tech here)? resourses are aluminum/? and whatever else suits your tastes. i,m quite sure that the ai would not use it this way. but you never know. oh... and goodwin, nice work. (: forgot to add. can this unit use "rotate before attack" GIDustin Oct 08, 2002, 09:17 PM Hmm. Do you have time to make a paradrop animation? Perhaps a crate that falls with a chute attached, and when it hits the ground, the sides of the box fall revealing the turret. That would be awesome GIDustin TVA22 Oct 08, 2002, 10:41 PM I have a coastal turret in my games currently, and it works well, and the comp even uses it. Set it as a sea unit, immoble, give it bombard values, and bombard abilities, and go, and it works! zulu9812 Oct 08, 2002, 11:32 PM You can't airdrop into water GoodWin Oct 09, 2002, 12:29 AM To Kinboat: it’s 3DS max 5.0... but I didn’t use build-in Explosion (Combustion) effect for smoke. To Stainz: My opinion about statistic: First of all it’s LAND unit! Attack – none Defense – none Move – 2 or 3 (it use for bombard) Bombard – very strong, with range as for Battleship (actually it’s same turret as used in battleships). Blitz possible (for multishoot bombard). Lethal land/sea bombard. As fact: such turrets had been used for land bombard more often, then for sea at WWI-II. Immobile, but for placement outside city use Paradrop. Range of Paradrop on your choice (I use 8) Req. Tech – Mass Production. Req. Res – Iron, Rubber, Saltpeter To GIDustin: Really I thought about it. I can’t give U any promises, but I’ll try to find couple hours. zulu9812 Oct 09, 2002, 12:47 AM I think the turret looks too modern for Mass Production - remember, that tech is in the Industrial Age. Dragon King Oct 09, 2002, 04:50 AM Is there a patch available for lethal bomardment? Cos my version of the editor doesnt have it. If so, does anyone know where to get it? Oh, very VERY nice unit btw, thanks! W.i.n.t.e.r Oct 09, 2002, 04:52 AM Nonesense- such turrets are definitly naval guns (although I have to say that U R somewhat right Zulu, the turret is not edgy enough to look early 20th century) zulu9812 Oct 09, 2002, 05:01 AM Dragon King - lethal land & sea bombardment comes with the 1.21f patch. Dragon King Oct 09, 2002, 05:03 AM good good, will look for it, thank you W.i.n.t.e.r Oct 09, 2002, 05:04 AM Originally posted by GIDustin Hmm. Do you have time to make a paradrop animation? Perhaps a crate that falls with a chute attached, and when it hits the ground, the sides of the box fall revealing the turret. That would be awesome GIDustin PAradrop a 90 tons gun turrets- lemme guess u also got Amphibious oposum warriors fighting in your ranks man :lol: :lol: :lol: W.i.n.t.e.r Oct 09, 2002, 05:06 AM Originally posted by Dragon King Is there a patch available for lethal bomardment? Cos my version of the editor doesnt have it. If so, does anyone know where to get it? Oh, very VERY nice unit btw, thanks! you should definitly upgrade to patch version .21 or .29F !!!!!!!!!! stainz Oct 09, 2002, 06:18 AM Originally posted by zulu9812 Dragon King - lethal land & sea bombardment comes with the 1.21f patch. it,s actually the 1.29f patch that has l/l ans l/s, not 1.21f. W.i.n.t.e.r Oct 09, 2002, 06:21 AM Originally posted by stainz it,s actually the 1.29f patch that has l/l ans l/s, not 1.21f. R U sure- I also thought it was the .21 that got rid of the (obsolete) "mounted" flag and introduced lethal bombardement :crazyeye: GoodWin Oct 09, 2002, 06:34 AM W.I.N.T.E.R.! I'm not absolutely agree with U. First: “land-or-sea” problem. Battle turrets near Stalingrad and Sevastopol were prototype of my work, but I don’t know any sea near Stalingrad. Such turrets had been used at the coast of Finland bay (Hanka Island) during WWI-II and they were placed at the land (some of them were placed at the RW platform, like Nazi “Mirus”). America, England, France and Russia (“Red Hill”) had it also. But all of them, as a rule, been used vs. land troops (“Mirus” vs. Leningrad, Battle turrets near Sevastopol against Nazi SS troops, and so on…). Anyway all statistic - your choice, so U can make it as air unit. Be free!;) Second: Paradrop-or-not-Paradrop I see only one way for placement immobile unit (not in-city) with current Fraxis tools. It is paradrop! But as I thought it doesn’t mean that >340 tonns (not 90!) turret fall down from the sky, it means paradrop.flc contains construction animation. What do U think about it? …and thanks for your attention at my unit. W.i.n.t.e.r Oct 09, 2002, 08:32 AM Excuse me- Stalingrad had three-barrelled gun turrets :rolleyes: ? R U SURE ??? I can understand if they stand in sevastopol (because they are designed as capital ship gun turrets anyway)- BTW- if such monsters were mounted in Stalingrad they were brought in via SHIPS on the Volga because there is no way you can transport a 340+ (wow) tons item just like that over land- the railway guns I know are normally ONE barrel and NOT a whole turret with three (I know there has been a double- barrelled design) :o Besides: how many do you wish to deploy- because thos RWs U R talking about were used as OFFENSIVE SIEGE GUNS and U can count those those with the fingers on your hand (i.e. Ridiculously few!!!) The AI will either mass produce such quantities that it will become a problem, or it wont be realistic if U paradrop it on land (I see the need if sb is trying to recreate the Maginot line- gut again: The Maginot did not have such Monsters en gross, but smaller, single-barrelled turrets with low siluette) Just don't make it too powerfull, otherwise it might come back and bite u ;) - U can BTW always make them transportable by ground/sea carriers... I am definitly gonna stick to the naval- fortification idea- ŕ la "Atlantik-Wall" GIDustin Oct 09, 2002, 08:38 AM I would rather use this unit out in the open than just as city defender, but that is just me. I do admit that a parachute isn't exactly the bext idea, but currently when the unit is paradropped, it just "appears" in the square. I think we can get a little creative and make a good TurretDrop.flc. The idea about an animation showing it construct itself is also a good idea. Either idea will work. GIDustin W.i.n.t.e.r Oct 09, 2002, 08:56 AM hmm- will the AI use it properly, though ? Bcoz the chance is- since it will have considerable BOOM and high defense, the AI will litter the countryside with these things and will deplete all of his resources for guns standing around in the open- he is not going to build a coherent defense system like a defense line (chances are there will be 20 guns on one tile !!! )... and rotting until they are either destroyed or until hell freeces over Polaris Oct 09, 2002, 09:00 AM Can a unit be paradropped before the advanced flight tech is learned? Goodwin is right in that many times coastal defense artillery was used against land targets rather than naval targets. The turreted guns of Fort Drum in Manila Bay and the coast defense guns of Singapore being two examples. W.i.n.t.e.r Oct 09, 2002, 09:14 AM Originally posted by Polaris Goodwin is right in that many times coastal defense artillery was used against land targets rather than naval targets. The turreted guns of Fort Drum in Manila Bay and the coast defense guns of Singapore being two examples. *Sigh" yes but that doesn't make them any less COASTAL batteries- Singapore and Manila Bay are by the sea, right :lol: My point was that such Mamoths should not be positioned inland, yet somewhere on the shore (i.e. if imobile in a coastal city only- as a naval unit with 0 movement) Such big calibre guns are useless inland, where targets aren't the size of a ship, but of individual soldiers and highly mobile ground and air vehicles that can take out the gun from close range! If used as a land defense in a scenario I'd suggest to pre-position them on the map at start !!! W.i.n.t.e.r Oct 09, 2002, 09:26 AM Originally posted by Polaris Can a unit be paradropped before the advanced flight tech is learned? If U have a building with the "Allows Airtrade Flag" (see Airport Improvement) and the unit in question has the "Airdrop" Flag on U can !!:p Polaris Oct 09, 2002, 10:05 AM Excellent. Thank you Herr Reichsmarshal. Air dropping gun turrets seems pretty cheesey, but I don't know how else they could be positioned if they are flagged as immobile. W.i.n.t.e.r Oct 09, 2002, 10:08 AM make the gun transportable and make a transporter unit able to pick up all sorts of stuff- deliver it on site (sea/ground) and the AI wont get mixed up because it doesnt use land transports anyway.:egypt: Polaris Oct 09, 2002, 10:10 AM Originally posted by W.i.n.t.e.r.: *Sigh" yes but that doesn't make them any less COASTAL batteries- Singapore and Manila Bay are by the sea, right My point was that such Mamoths should not be positioned inland, yet somewhere on the shore (i.e. if imobile in a coastal city only- as a naval unit with 0 movement) I completly agree. I misunderstood the point you were trying to make.:crazyeye: W.i.n.t.e.r Oct 09, 2002, 10:15 AM Originally posted by Polaris Originally posted by W.i.n.t.e.r.: I completly agree. I misunderstood the point you were trying to make.:crazyeye: Welcome, it is just an idea- bcoz we had the same problem with finding a use for the Naval Mine... immobile was required- as well as airdrop (I argued that a movement rate of 1 should be ok- some of them were magnetic anyways- hehehe)... very fine except that via airdrop the AI was dropping them on the shore where they stayed :( - so I am trying to avoid these lil problems from the start (since Firaxis took away the possibility to change the safegame by editing the bic files) Smoking mirror Oct 09, 2002, 11:14 AM Its a great unit, probably works best as a naval turret, you can always use it to bombard land targets attacking from the shore. I'm not sure that ships can do a defensive bombard to defend against ground targets (You would need to make it a land unit for that, but I think its realistic, if you sit around on the plains outside a city guarded by this monster prepare to get mauled, but they would be of little use in close support). stainz Oct 09, 2002, 04:59 PM Originally posted by W.i.n.t.e.r R U sure- I also thought it was the .21 that got rid of the (obsolete) "mounted" flag and introduced lethal bombardement :crazyeye: you,re right, but i don,t remember seeing it in the editor. actually i lost interest in civ3 after 1.21f, but got re-interested when they came out with 1.29f. stainz Oct 09, 2002, 05:01 PM (: cockroach Oct 09, 2002, 05:09 PM Well, youve got the turret why not now recycle it into part of a battleship Nemesis Rex Oct 09, 2002, 06:12 PM I did some experiments with this unit. Zone of Control will work for naval units, but only against naval units. Artillery units with ZOC will fire at passing units, again only land against land and naval against naval. The ZOC is appears to only work about 50% of the time, only fires some percentage of the time. I'm not sure the AI is smart enough to use such a unit. I have to experiment some more. My suggestion would be to make it an immobile naval artillery unit with ZOC. Make it a 0(20).0.0 with range 2 or 3. Maybe make it able to fire multiple times per turn with lethal sea bombardment. It would also be able to bombard land units W.i.n.t.e.r Oct 09, 2002, 08:04 PM Perfect Crime :D HotDog Fish Oct 10, 2002, 04:15 AM Umm... is it just me or does not have an .INI file? I REALLY want to use this unit but I can't use due to the lack of said file zulu9812 Oct 10, 2002, 10:06 AM here's the .ini, just copy and paste into Notepad and save as UnitName.ini [Speed] Normal Speed=225 Fast Speed=225 [Animations] BLANK= DEFAULT=TurretDefault.flc WALK= RUN= ATTACK1=TurretBombard.flc ATTACK2= ATTACK3= DEFEND= DEATH=TurretDeath.flc DEAD= FORTIFY=TurretFortify.flc FORTIFYHOLD= FIDGET=TurretFidget.flc VICTORY= TURNLEFT= TURNRIGHT= BUILD= ROAD= MINE= IRRIGATE= FORTRESS= CAPTURE= STOP_AT_LAST_FRAME= PauseROAD= PauseMINE= PauseIRRIGATE= [Timing] BLANK=0.500000 DEFAULT=0.500000 WALK=0.500000 RUN=0.500000 ATTACK1=0.500000 ATTACK2=0.500000 ATTACK3=0.500000 DEFEND=0.500000 DEATH=0.500000 DEAD=0.500000 FORTIFY=0.500000 FORTIFYHOLD=0.500000 FIDGET=0.500000 VICTORY=0.500000 TURNLEFT=0.500000 TURNRIGHT=0.500000 BUILD=0.500000 ROAD=0.500000 MINE=0.500000 IRRIGATE=0.500000 FORTRESS=0.500000 CAPTURE=0.500000 STOP_AT_LAST_FRAME=0.500000 PauseROAD=0.500000 PauseMINE=0.500000 PauseIRRIGATE=0.500000 [Sound Effects] BLANK= DEFAULT= WALK= RUN= ATTACK1= ATTACK2= ATTACK3= DEFEND= DEATH= DEAD= FORTIFY= FORTIFYHOLD= FIDGET= VICTORY= TURNLEFT= TURNRIGHT= BUILD= ROAD= MINE= IRRIGATE= FORTRESS= CAPTURE= STOP_AT_LAST_FRAME= PauseROAD= PauseMINE= PauseIRRIGATE= [Version] VERSION=1 [Palette] PALETTE= btw, having this as an immobile sea unit won't work - there's no way to move it from the cities since you can't airdrop into water. Unless you only want it as a city defense of course ;). Or you could give it a move of 1, but flag Sink in Sea and Sink in Ocean so that it is restricted to costal waters. And since you can't flag AI strategies as a naval unit unless you give it attack & defend values, the AI will never build it, so you won't have to worry about the unit moving up and down the coast. You just have to remember that too, of course ;) And one last thing, if you don't give it a defense value, the unit will be capturable surely? Do you really want the AI getting their hands on this powerful a unit inside your territory, particularly if you've been using it as a coastal battery - then the AI will use it to bomb your own cities! W.i.n.t.e.r Oct 10, 2002, 10:25 AM :( AI wont use it properly if its a land unit, Zulu- only the Human player could deplow it in a reasonable fashion- the AI would not be able to make sense of a deployable strongpoint (picture an army of turrets on a mountain top- who would go and attack it ??? nobody- just go round it- loads of wasted ressources for the AI) I dont particulary fancy the idea of floating turrets in my coastal waters- tey will just collide with the floating mines ;) and Navy Opossums I already deployed. Seriously: Why cant it be a naval city defese with a long bombard range- this way U wont have to move it at all - after all it IS a fixed installation !!! Make it a sea unit: Give it attack, give it defense of zero (hey, this is the fun bit: conquer the damn thing and turn it on enemy reinforcements- it works both ways just as with ANY basic artillery), make it immobile: It works perfectly and will give everybody the chance of defending your sore against bypassing ships, as well as to bombard enemies approaching the city by land- where is the problem? W.i.n.t.e.r Oct 10, 2002, 10:29 AM BTW: thank u for the ini :) Nemesis Rex Oct 10, 2002, 03:28 PM I don't see how you could have this as anything other than an immobile unit. Otherwise it's just very powerful artillery. No real way to limit it's movement to less than the artillery otherwise. From a historical standpoint, heavy guns like this were only ever built as shore batteries. Usually in or near major ports. I had not really considered the AI issue. You could give it a low attack and defense. But then it couldn't be captured :( Another issue is that as a naval unit the AI might build these thinking they were ships and end up with stacks of units in weird places, and waste alot of resources If you make it a land unit the artillery flag would work, and the AI would probably have a better idea how to use it. They don't use artillery offensively anyway. Has anyone ever seen the AI move a bombard unit up and pound away at a city? I like to soften up my targets first, but the AI always seems to stack it's arty in cities for defensive fire support. That and their failure to really stack there units in large armies is the biggest lack in the AI in my opinion. W.i.n.t.e.r Oct 10, 2002, 04:48 PM I don't see how U'd move a turret by itself :confused: there are tanks for such things (with tracks n wheels)- I use the Sturm Tiger as a lesser attack/defense tank with bombard capacity : Slow but very effective !!! The world I come from turrets are very stationary :crazyeye: (comparable to a fridge or a toaster) Boulboulgadol Oct 10, 2002, 05:51 PM Am I the only one here to notice these are gold turrets ?? What are you making ? A RichCivs mod ? :D Good idea ! I'm gonna make a gold tank for that. With diamond bullets to fire !! Maybe somebody should really take care of making a gold opposum too... Incubus0223 Oct 11, 2002, 09:04 PM hey it seems that you made the unit using a 3d program so could you make a civilopedia large/small icon for it cuz i really like to have everything there when i play the game GIDustin Oct 11, 2002, 10:15 PM These are the ones I am using. I havent actually tested them yet though. GIDustin Incubus0223 Oct 11, 2002, 10:53 PM hey GIDustin thanxs man they will do, but i was hoping since it was a 3d creation he could just render it and it won't look so pixeled, and obvious that it was a resizes thanxs man GIDustin Oct 11, 2002, 11:06 PM I would actually appreciate rendered images as well. I just posted those so you have something to use until then :) GIDustin Incubus0223 Oct 12, 2002, 06:48 AM ight kewl, i just was careful not to offend you, but yea thats the best there are until the creator makes 'em, cuz theres really nothing we can do to make nothing look like that (or at least not me), so hopefully he'll do it, and i think all unit creators using 3d prog. would be so much cooler if they would just render stuff for civilopeida stainz Oct 12, 2002, 11:41 AM Originally posted by GIDustin These are the ones I am using. I havent actually tested them yet though.GIDustin these are the ones i am using. stainz Oct 12, 2002, 11:44 AM this is XXX-Large; stainz Oct 12, 2002, 11:44 AM this is XXX-Small; Incubus0223 Oct 12, 2002, 04:01 PM WHHHHOOOOAAAA, did u make those, those look exactly like what the unit is stainz Oct 12, 2002, 04:16 PM Originally posted by Incubus0223 WHHHHOOOOAAAA, did u make those, those look exactly like what the unit is honestly, i can,t remember. i,ve been cleaning up my civ3 mods folder over the last couple days (well over 700 mb) and everything that isn,t finished, be it.. the original maker\someone else or myself, i have been fixing (or trying to anyways.) so pretty much all gfx look the same to me at this time (little squares make driving fun. like looking at the sun for a long time.) a lot of them can be found on GIDustin's site. as of late, i have been going there more than here. but it is a nice civ3 resourse site. CivGeneral Oct 12, 2002, 04:35 PM Great Unit :goodjob:. Now I can have my very own Magenot Line, but even more stronger :D. GIDustin Oct 12, 2002, 06:35 PM Those look a little better than mine, not much though :p GIDustin GoodWin Oct 13, 2002, 01:26 AM I've correct my mistake with Civilopedia Icons and make Units32.PCX So, enjoy it... GoodWin Oct 13, 2002, 01:30 AM ... and Stainz: BIG THANX for help!!! stainz Oct 13, 2002, 02:31 AM next post stainz Oct 13, 2002, 03:39 PM the Fortify is big, but sounds so damn great (: i haven,t tried it in the game yet, so let me know if it,s too big and if so, i have another, but it,s not near as good as this one. look HERE (http://forums.civfanatics.com/showthread.php?s=&postid=539471#post539471) for the file. revised (copy\paste to .ini file) [Sound Effects] BLANK= DEFAULT= WALK= RUN= ATTACK1=..\Battleship\IowaAtckCannon1.wav ATTACK2= ATTACK3= DEFEND= DEATH=..\Battleship\BattleshipDeath.wav DEAD= FORTIFY=TurretFortify.wav FORTIFYHOLD= FIDGET= VICTORY= TURNLEFT= TURNRIGHT= BUILD= ROAD= MINE= IRRIGATE= FORTRESS= CAPTURE= STOP_AT_LAST_FRAME= [Version] VERSION=1 Healz Oct 13, 2002, 11:01 PM Now all that is needed is a variation that could be built with air-superioty. This could also be used in a World War II mod as they did have Air-defence around most of the major cities- at least in England. GIDustin Oct 13, 2002, 11:10 PM Originally posted by stainz a lot of them can be found on GIDustin's site. as of late, i have been going there more than here. but it is a nice civ3 resourse site. That made me feel good. :) Originally posted by stainz look HERE (http://forums.civfanatics.com/showthread.php?s=&postid=539471#post539471) for the file. That made me feel "mixed". I updated the Turret on my website to have the PediaIcons, units32, INI, and fortify sound. BUT you brought to my attention that there are sounds out there (on that thread) for units with no sound. I now have another project: Update all units on my website to have sound if a sound is available. I guess it isnt that big of a project though. There are only 303 units. . . :p GIDustin stainz Oct 13, 2002, 11:30 PM Originally posted by GIDustin BUT you brought to my attention that there are sounds out there (on that thread) for units with no sound. I now have another project: Update all units on my website to have sound if a sound is available. I guess it isnt that big of a project though. There are only 303 units. . . :p GIDustin almost ˝ of the units don,t have there own sounds. i have started to update some of them. it,s very slow work though. the right sound for the right animation and a lot of d/l ing sound files. but most end up sounding like shyt once they are coverted to civ3 format. i,m trying to get to soung files from M.A.X. 2. there are some really good sounds in there and is a great game as well. Healz Oct 15, 2002, 07:11 PM So, what could be done about producing an air-defence turrent that is immoblie? GIDustin Oct 15, 2002, 07:17 PM I believe someone in this thread (http://forums.civfanatics.com/showthread.php?s=&threadid=24776) is attempting to figure that out. GIDustin AirForce Ace Nov 03, 2002, 11:51 AM how come there isnt an INI file? AirForce Ace Nov 03, 2002, 11:55 AM nevermind, im a dumba** Healz Nov 05, 2002, 04:17 AM I think the one that was talked about was mobile. Anyway, I'm happy to wait for an answer. Nesh Jun 15, 2005, 01:12 PM i have no pedia entry and it keeps deleting its self as well Bjornlo Jun 15, 2005, 05:08 PM i have no pedia entry and it keeps deleting its self as well Hi Nesh, welcome to the forum. Please do not reply to old threads like this. As far as I know it is a question of courtesy not a matter of the rules (I'm not a moderator, just another user). If you have a generic question, you will get better replies in the main forum. (one level higher). Goldflash Jun 15, 2005, 06:00 PM Nope. Its the Rules. Roman Legion Jun 18, 2005, 05:50 PM yeah i made that mistake before with the lancia izm W.i.n.t.e.r Jun 18, 2005, 06:32 PM Although it is DAAAAAAAMN OLD, I'm quite happy to see this. Had lost it some time back... :) has anyone got this turret fortify sound handy, cuz its lost- the link that announces it leads to an empty post... Vuldacon Jun 18, 2005, 09:58 PM OK Winter...Here are the sounds for GoodWin's Turret for you or anyone else that needs them. I slightly adjusted the Death and Fortify sounds and made the Attack Sound. There have been occasional exceptions made concerning Old threads and this Forum handles this situation quite well. The Rule is to keep current but this is not to suggest that any older unit or thread has lost its value. Let the Moderators handle this, they do a good job, don't over react and manage with good consideration and balance concerning "the Rules". ...here are the sounds and .pcs files: Turner Jun 19, 2005, 08:08 AM Drivebymaster - warned for spamming. Although this was a huge thread bump I find it acceptable. Nesh had a legitimate issue with the unit, and this thread is the place to ask. For such a problem we would rather keep problems with a unit in the unit thread instead of creating extra threads on the subject. Drivebymaster Jun 19, 2005, 01:30 PM Aight I was just having some fun so....where has Goodwin been? he hasn't been on her in like........forever? Weasel Op Jun 30, 2006, 08:44 PM Another year, another :bump:... I made an urban color conversion by changing the yellows to gray and white. This zip includes the new FLCs, an ini file, Vuldacon's sounds, and color-converted pedia icons. http://img327.imageshack.us/img327/3559/turret3pa.jpg Download (http://www.civfanatics.net/uploads12/UrbanTurret.zip) Drivebymaster Jun 30, 2006, 10:08 PM its a good thing you had something to post...otherwise I would of had to shun you....lol anyways that newer turret looks....awkward....but its prolly the .jpg (oops) Weasel Op Jun 30, 2006, 10:29 PM The jpg isn't great, but I was too lazy to make an animated GIF preview. It's just like the old one, only not yellow. Drivebymaster Jun 30, 2006, 10:35 PM ya that yellow was kinda sickening to me....no offense to the unit designer but ya...what were they on at the time :lol: |
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