| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Head Shrinker
Join Date: Feb 2007
Location: coastal flood plain
Posts: 1,469
|
English Rifleman
here are the english colonial types...
two files, one containing mod, other containing blends DOWNLOAD
__________________
Political Compass: 3.38/-0.97 Each generation imagines itself to be more intelligent than the one that went before it, and wiser than the one that comes after it. - George Orwell |
|
|
|
|
|
#2 |
|
Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
|
wow, excellent job again !
They'll go nicely with R.E.D. Modpack, first anniversary version... If I manage to release it in time
|
|
|
|
|
|
#3 |
|
Chieftain
Join Date: Oct 2010
Location: Istanbul
Posts: 38
|
Quick question: Can I use these files to change graphics of rifleman units without any other modification (or modpack) or these are just component files for modders and they won't work on their own?
|
|
|
|
|
|
#4 | |
|
King
Join Date: Mar 2011
Location: Orange County, California, U.S.A.
Posts: 624
|
Quote:
If you copy the "english rifleman (v1)" directory from the zip to your mods directory (and you probably want to clear your cache for good measure), and then activate it, it should make the rifleman an additional unique unit for England with the same stats as a regular rifleman. However, because of the limitations of CiV, any other unit mods you have won't work. You can wait until someone includes it within a larger pack, like R.E.D. modpack or Hulfgar's Modpack, but of course those make other changes (lots of changes in the case of Hulfgar's). <self-promotion>My Single Unit Graphics mod is basically an add-on to R.E.D. modpack, including support for all of the new units he adds, plus a few more from other mods, but making the opposite choice Gedemon does in R.E.D. Where he makes units into larger and more interesting formations at the cost of making the individual units smaller, I've made them larger and only represented by a single unit at the cost of immersion, and cutting out the variety that some units include.</self-promotion> I planned to make a mod that doesn't make any changes to the vanilla sizing/formations, and just adds the new units, but I never got around to it.
__________________
-n. City States Leaders Randomize City Names Smaller Landmarks for R.E.D. Modpack Swiss Guard Gray/Sharkmouth Gunship Misc. Units
|
|
|
|
|
|
|
#5 | |
|
Chieftain
Join Date: Oct 2010
Location: Istanbul
Posts: 38
|
Quote:
|
|
|
|
|
|
|
#6 |
|
Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
|
Single Unit Graphic and R.E.D mods does not change anything else than unit models.
|
|
|
|
|
|
#7 | ||
|
King
Join Date: Mar 2011
Location: Orange County, California, U.S.A.
Posts: 624
|
Quote:
Quote:
Some of the units posted on this site are just revised textures, and some of the units have new models using existing animation, and a few have new models with new animations. You can manually overwrite unit textures if you like, but unlike with the trading posts, which require you to do so, units CAN be changed using the mod interface.
__________________
-n. City States Leaders Randomize City Names Smaller Landmarks for R.E.D. Modpack Swiss Guard Gray/Sharkmouth Gunship Misc. Units
|
||
|
|
|
|
|
#8 | |
|
Chieftain
Join Date: Oct 2010
Location: Istanbul
Posts: 38
|
Quote:
The reason that I prefer manually changing textures was that I didn't want to actually use 'mod'. I'm ok with the game as it is but i'd like to change colors and textures. I thought there must be specific riflemen texture files for each civ since each of them already have different colors. So if I changed the new texture with the original one I'd have shiny english riflemen. But it didn't work out. When I downloaded the "English Riflemen" files (to just change how the original riflemen looks) I got confused with the folders and files. I think I will stick with the R.E.D. modpack for now even if it's a complex modification to the game. (I don't care much for modern era units actually, for example) And this project of yours is just same thing with R.E.D. modpack like Gedemon points it out. |
|
|
|
|
|
|
#9 | ||
|
King
Join Date: Mar 2011
Location: Orange County, California, U.S.A.
Posts: 624
|
Quote:
Quote:
SUG doesn't even do that much, as it no longer adds any third-party ethnic units; it just supports those from R.E.D. and a few other mods, which allows them to be used simultaneously (otherwise the last such mod would control), and makes them match the single unit sizing I've adopted, but only if they've been activated separately.
__________________
-n. City States Leaders Randomize City Names Smaller Landmarks for R.E.D. Modpack Swiss Guard Gray/Sharkmouth Gunship Misc. Units
|
||
|
|
|
|
|
#10 |
|
Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
|
cool
__________________
CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
|
|
|
|
|
#11 | |
|
Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
|
Quote:
if i have say 2 unit mods, and switch on both, which one will be working?
__________________
CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
|
|
|
|
|
|
#12 | |
|
King
Join Date: Mar 2011
Location: Orange County, California, U.S.A.
Posts: 624
|
Quote:
Anyway, it's certainly not ideal. The answer to your question is the last unit mod to be activated should be the one that works properly (though you may have to manually delete your cache first). The problem is that the way the Civ5ArtDefines_*.xml files are called. Unlike some of the other XML files, you cannot simply specify the entries changed by the mod. It will only fill the database from one file's entries, so the XMLs must contain all the vanilla entries as well as all of the changes required; that's why the last file controls. On the other hand, the files that activate the new units are separate XML or SQL files, so the units from the other mods will be added to the game, but because there is no reference to the art, they will either appear as spearman or will be invisible. The stats/name/icon of these units should otherwise be correct, however. The art from all the separate unit mods is still imported into the game even if it's not referenced correctly, so the solution is that the last unit mod activated should include the references of all the other unit mods you activate in its Civ5ArtDefines_*.xml files. You could certainly make a simple mod for yourself that consists only of 2 files (Civ5ArtDefines_Units.xml and Civ5ArtDefines_UnitMembers.xml), merging the changes from your particular combination of unit mods. Realize, however, that if you're simply downloading the units posted in this section of the forum, even if they include a mod (which many don't), they may only be set up to test the unit. I know Bernie's mods, at least, should behave as expected in-game.
__________________
-n. City States Leaders Randomize City Names Smaller Landmarks for R.E.D. Modpack Swiss Guard Gray/Sharkmouth Gunship Misc. Units
|
|
|
|
|
|
|
#13 |
|
Deity
Join Date: Aug 2002
Location: San Diego, California
Posts: 5,232
|
great stuff as usual bernie!
So whats the hardest part on making these? modeling? exporting? converting?
__________________
My Leaderhead Gallery! |
|
|
|
|
|
#14 |
|
Head Shrinker
Join Date: Feb 2007
Location: coastal flood plain
Posts: 1,469
|
fixed legs
__________________
Political Compass: 3.38/-0.97 Each generation imagines itself to be more intelligent than the one that went before it, and wiser than the one that comes after it. - George Orwell |
|
|
|
|
|
#15 |
|
Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
|
thanks !
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|