Well, if you have ever done any programming before it shouldn't have too much of a learning curve. I was able to figure out how to do some simple things by looking at what others have done in their mods. Though like I said, I'm not very good at it.
Your plan sounds doable to me. I use...
That sounds like something you might be able to do in python. When ever a Jinchuuriki unit is defeated, use some python code that creates a new version of the Bijuu nearby.
My python skills are a little weak, but I'm sure you could get some help from the code gurus around here. ;)
I was thinking of doing some Vah Shir some time down the line. :D But, I've got some other units I want to do first.
And I would love to have some Frogloks in the game for my Iksar to fight too. I'm just not sure I want to tackle modeling and animating something that hard. :lol:
Well, the neck and belly are meant to be a very light tan color. Like a snake's large belly scales. I can see where it looks a little flesh tone now that you mention it though.
It would be a simple matter for anyone to change it in the texture though, so I'm not worried. :p
Here are the rest of the Iksar units I had promised in the other thread. :) I made these for my custom civ I play as all the time, and thought I'd share them.
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Like the first warrior unit I did, these are all based on Everquest's race of lizardmen, the Iksar.
They are all...
This is a pack of 27 units based on the race of lizardmen, named the Iksar, from the game Everquest.
They are all reskined Firaxis models, with a lizard head and tail added by me. I also modeled a few new weapons for some of the units as well.
Some of the animations are a little rough...
Actually, I'm working on making Iksar versions of all the non-mechanized units for myself. They are the custom civ I usally play as in my games, so I want to add some more flavor. :D I haven't done the spearman yet, but I will be soon.
I've gotten ten of the units finished so far, and I...
This unit is based on the Iksar race from the MMO game Everquest. I modeled it after the origional EQ1 graphics rather than how they look in Everquest 2, as I think they look more interesting.
The model is the Firaxis warrior reskined, with a custom head and tail attached through the nif...
I just updated all 6 buildings, to replace them with lower poly versions.
Messing around with the model export, I found that exporting them as Civ4_Default_Notstripped lowered the number of triangles in the finished nif file by a huge amount.
Here are the new triangle counts for the...
Great episode as always! :goodjob:
I was sorry to hear about Ken leaving Firaxis too. But working on even just one project for a large game developer like that has got to look good on the resume for future job searches. ;)
Open the CIV4UnitInfos.xml file, and find the <iAirCombatLimit>50</iAirCombatLimit> tag for the bomber unit. Changing the number to 100 should make the bomber capable of destroying a unit iirc.
It'd be best to put the file into the custom assets folders, there's a shortcut to it in the main BTS directory. Doing that the game will read the changes to the file without you altering the origional file, so you'll have a backup.
So, after opening the custom assets folder, open the xml...
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