Napoleonic Era Units

AlazkanAssassin

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Here are a number of units made for the 15-18th Centuries.
All are heavily teamcolored
These go well with my previously posted pikemen units
Edit: I've added two cavalry units in the 12th post!

The files are as such:
Arquebusier: Redcoat with no bayonet
Chasser: rifleman with musket
Fusilier: Rifleman with bayonet
Guard: Redcoat with Grenadiers Head
Light Infantry: Rifleman with Grenadiers Head
Smoothbore: Brass cannon with teamcolored cannoneer
Sword: Redcoat with sword

Instructions: Source documentation and sample xml.

Edit: files moved into unit database
http://forums.civfanatics.com/downloads.php?do=file&id=2772
 

Attachments

  • Nap Era Units.JPG
    Nap Era Units.JPG
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And the rest:

Edit: files moved into unit database.
 
Very cool, :goodjob:
 
Hi all I've a coding question about this.**

My question is it possible to code these units so that say the musket man appearance will go from the default appearance to say the Arquebusier appearance upon the discovery of some tech (Nationalism for example) ?


**I asked the same question for the 18th Century Pikeman in another thread earlier today, I figured this thread's getting a bit more trafic so I'd ask here as well.
 
What a coincidence, that is the exact purpose that I started creating these first units for!
I have been diverted a bit by paasky for another mod for some of these units though.
I am making a mod that updates the graphics of EVERY unit periodically. (I've always hated anachronisms) So I already have a method for it.

The easy way would be to simply make it an upgrade of the pikeman, exactly the same cost / stats, and eliminate the set cost of upgrading. This uses XML only.

But I developed a way to make it free and automatic with no effect on gameplay (unless you want one)

It uses python as well as XML and it will take me a bit of time to write it up for you to use.

What you asked for is EXACTLY what mine is already doing!
 
whatever order you read them in, I posted the code in the other thread
 

Attachments

  • Cavalry.JPG
    Cavalry.JPG
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Please tell me how you did this headexchanges, I looked into the guardfile expecting two heads (one scaled down) but there's only one. How did you get it to work? incredible! Is the headbone still the redguard one's or did you exchange that? And did you do this only in the nifviewer? :confused:

Hell of a job you did here!
 
Very nice AlazkanAssassin! Some of these units would look good for the the Holy Roman Empire and Austria in my Eastern Europe mod. Perhaps you'de be interested in taking some more requests for units during the 14-17th centuries?...
 
Sorry to disapoint you Ploeperpengel, but there are two heads there. The head that used to be there is at .1 scale.

I attached the grenadiers head bone onto the riflemans neck bone and played with the translation untill it looked right.

And yes, only the nifviewer is used.

I think the only thing that might be a new development to moding is in the cavalry units.
Every bone in the redcoat was grafted onto the matching bone of the conquistador.

see attached picture for example.

few redcoat bones have anything left attached to them, since the bones that were dependant are now dependant on the conquitadors bones.

after that set the relitive position of every grafted node to zero
and angle to
1 0 0
0 1 0
0 0 1
and they will match up almost correctly.
some modification of this is necessary to make it look good, such as the redcoats spine was adjusted (note the distortion of the skin over his chest from the regular version)

finally make the original unit invisible, and viola, any biped can by grafted onto any other with some time and patience.
This should allow any animation to be used with any unit! (bipeds only, and riders count as bipeds)
 

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Bravo! Good stuff! I especially like your cavalry units.
 
Let me see if I got this right AlazkanAssassin...

You took the bones from redcoat and attached them to bones of conquistador (as oppose to replacing them), you did the same for grenadier's head. To hide the redcoat's head you made it small and to remove the conquistador you just hid the entire mesh. Did you make the rest of the grenadier very small to hide his body or not attaching his bones to the conquistador made it so it's just not visible by default?

In any case it's a great job :thumbsup: but I just can't help and think of the monster of Frankenstein :)
 
Rabbit, White; You've got it right.
I did shrink the grenadier body down to .0001 I think, and his torso is located somewhere inside the redcoat. When I tryed just not attaching his bones it caused some serious graphical errors. (his torso streched over an entire mathmatical plain)
 
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