Germany(Modular)

strategyonly

C2C Supreme Commander
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These are comprised from Diversica & Varietas Delectat with very very little changes. In some the the civs i could not use all the units so i changed just a few things around.:p I tried to be true to Civ4. Changes would be nice if you have good ideas.

I made this awhile ago, but never got around to putting them here.



Download: http://forums.civfanatics.com/downloads.php?do=file&id=11627
 
Added this leader: I believe this is from Dutchking LH's

Kaiser Wilhelm: German Emperor

credits:
Spoiler :
Zerver/bernie14/danrell/GeoModder/AlazkanAssassin/GarretSidzaka/Andrew_Jay/Duel/CivGoldTeam/Chugginator/civmansam/Kael/Supa/ArneoKerdarun/Zuul/MeteorPunch/Rabbit,White/Chalid/bmarnz/Aranor/Wyz_sub10/snafusmith/C.Roland/woodelf/Sword_Of_Geddon/Robo Magic Man/TheBladeRoden/krowtrobot/seZereth/PSYX/J_Period/Ploeperpengel/Chamaedrys/nautil/Hadrean/sepamu92/sharick/ggganz/Italicus/ArdRaeiss/Hell's Angel/
McGlocklinMA/DWolf/mirtan/Cafegio/korvgubben/The Conquests/Chiyu/hrochland/Khai/Swarog/Walter Hawkwood/Fëanor/Nickolai/Axel/Mozza/Bakuel/Gedemon/Grave/Zebra 9/bhiita/GeneralMatt/Houman/Edgecrusher/timboobaa/Polycrates/FuzzyWuzzyBunny/asioasioasio/siam/magicmoon44/jojoweb/lamppost4/Sevo/Quueg/meatwad4289/
Dale/avain/dutchking/Psychic_Llamas/frenchman/PW90/
GigaNerd/Dr. Funkshadow/GIR/winddelay/Amra/esnaz/Roamty/Vehem/
/Refar/Ekmek/Wolfshanze/Sto/cool3a2/Arian/modifieda4/
 
What about Hitler, and Adenauer?
 
If I knew how to make civs I would create an awesome German civ.

Just learn it then, it is not that difficult. Took me a few hours to figure out by reading both the tutorials and looking at some example code.

There was no decent tutorial for adding custom units (just skins, no UUs) in BtS though, that is why I had to look at some sample code. So here is what I came up with back then ;)

Spoiler :
Code:
XML/Art/CIV4ArtDefines_Unit.xml

Create a new UnitArtInfo block, based on the default type of its unit,
unless this is the unique version of the unit, in that case use its
version instead (to check which unit is a unique unit, look them up
in CIV4CivilizationInfos.xml).
Change the Type, NIF, KFM and SHADERNIF blocks within the copy.

                <UnitArtInfo>
->                      <Type>ART_DEF_UNIT_SWORDSMAN_GERMAN</Type>
                        <Button>,Art/Interface/Buttons/Units/Swordsman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,5</Button>
                        <fScale>0.44</fScale>
                        <fInterfaceScale>1.0</fInterfaceScale>
                        <bActAsLand>0</bActAsLand>
                        <bActAsAir>0</bActAsAir>
->                        <NIF>Art/Units/Swordsman_German/LightSwordsman.nif</NIF>
->                        <KFM>Art/Units/Swordsman_German/LightSwordsman.kfm</KFM>
->                        <SHADERNIF>Art/Units/Swordsman_German/LightSwordsman_FX.nif</SHADERNIF>
                        <ShadowDef>
                                <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                                <fShadowScale>1.0</fShadowScale>
                        </ShadowDef>
                        <fBattleDistance>0.35</fBattleDistance>
                        <fRangedDeathTime>0.31</fRangedDeathTime>
                        <bActAsRanged>0</bActAsRanged>
                        <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
                        <AudioRunSounds>
                                <AudioRunTypeLoop/>
                                <AudioRunTypeEnd/>
                        </AudioRunSounds>
                </UnitArtInfo>

XML/Units/CIV4UnitInfos.xml

If you add a new type of unit and not just a different graphical representation,
you need to create a new UnitInfo block, based on the default type of its unit
class (or the unique unit type if it is the unique unit of the civilization you
add it to).
Change the EarlyArtDefineTag blocks - and the Type block if it is NOT the
unique unit.

If you only want to change the graphics of a unit but not its stats, this file
does not need to be changed at all.

                <UnitInfo>
                        <Class>UNITCLASS_SWORDSMAN</Class>
->                        <Type>UNIT_SWORDSMAN_GERMAN</Type>
                        <UniqueNames/>
                        <Special>NONE</Special>
                        <Capture>NONE</Capture>
                        <Combat>UNITCOMBAT_MELEE</Combat>
                        <Domain>DOMAIN_LAND</Domain>
                        <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
                        <Invisible>NONE</Invisible>
                        <SeeInvisible>NONE</SeeInvisible>
                        <Description>TXT_KEY_UNIT_SWORDSMAN</Description>
                        <Civilopedia>TXT_KEY_UNIT_SWORDSMAN_PEDIA</Civilopedia>
                        <Strategy>TXT_KEY_UNIT_SWORDSMAN_STRATEGY</Strategy>
                        <Advisor>ADVISOR_MILITARY</Advisor>
                        <bAnimal>0</bAnimal>
                        <bFood>0</bFood>
                        <bNoBadGoodies>0</bNoBadGoodies>
                        <bOnlyDefensive>0</bOnlyDefensive>
                        <bNoCapture>0</bNoCapture>
                        <bQuickCombat>0</bQuickCombat>
                        <bRivalTerritory>0</bRivalTerritory>
                        <bMilitaryHappiness>1</bMilitaryHappiness>
                        <bMilitarySupport>1</bMilitarySupport>
                        <bMilitaryProduction>1</bMilitaryProduction>
                        <bPillage>1</bPillage>
                        <bSpy>0</bSpy>
                        <bSabotage>0</bSabotage>
                        <bDestroy>0</bDestroy>
                        <bStealPlans>0</bStealPlans>
                        <bInvestigate>0</bInvestigate>
                        <bCounterSpy>0</bCounterSpy>
                        <bFound>0</bFound>
                        <bGoldenAge>0</bGoldenAge>
                        <bInvisible>0</bInvisible>
                        <bFirstStrikeImmune>0</bFirstStrikeImmune>
                        <bNoDefensiveBonus>0</bNoDefensiveBonus>
                        <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
                        <bCanMoveImpassable>0</bCanMoveImpassable>
                        <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
                        <bFlatMovementCost>0</bFlatMovementCost>
                        <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
                        <bNukeImmune>0</bNukeImmune>
                        <bPrereqBonuses>0</bPrereqBonuses>
                        <bPrereqReligion>0</bPrereqReligion>
                        <bMechanized>0</bMechanized>
                        <bSuicide>0</bSuicide>
                        <bHiddenNationality>0</bHiddenNationality>
                        <bAlwaysHostile>0</bAlwaysHostile>
                        <UnitClassUpgrades>
                                <UnitClassUpgrade>
                                        <UnitClassUpgradeType>UNITCLASS_MACEMAN</UnitClassUpgradeType>
                                        <bUnitClassUpgrade>1</bUnitClassUpgrade>
                                </UnitClassUpgrade>
                        </UnitClassUpgrades>
                        <UnitClassTargets/>
                        <UnitCombatTargets/>
                        <UnitClassDefenders/>
                        <UnitCombatDefenders/>
                        <FlankingStrikes/>
                        <UnitAIs>
                                <UnitAI>
                                        <UnitAIType>UNITAI_ATTACK</UnitAIType>
                                        <bUnitAI>1</bUnitAI>
                                </UnitAI>
                                <UnitAI>
                                        <UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
                                        <bUnitAI>1</bUnitAI>
                                </UnitAI>
                                <UnitAI>
                                        <UnitAIType>UNITAI_RESERVE</UnitAIType>
                                        <bUnitAI>1</bUnitAI>
                                </UnitAI>
                                <UnitAI>
                                        <UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
                                        <bUnitAI>1</bUnitAI>
                                </UnitAI>
                        </UnitAIs>
                        <NotUnitAIs/>
                        <Builds/>
                        <ReligionSpreads/>
                        <CorporationSpreads/>
                        <GreatPeoples/>
                        <Buildings/>
                        <ForceBuildings/>
                        <HolyCity>NONE</HolyCity>
                        <ReligionType>NONE</ReligionType>
                        <StateReligion>NONE</StateReligion>
                        <PrereqReligion>NONE</PrereqReligion>
                        <PrereqCorporation>NONE</PrereqCorporation>
                        <PrereqBuilding>NONE</PrereqBuilding>
                        <PrereqTech>TECH_IRON_WORKING</PrereqTech>
                        <TechTypes/>
                        <BonusType>BONUS_IRON</BonusType>
                        <PrereqBonuses/>
                        <ProductionTraits/>
                        <Flavors/>
                        <iAIWeight>0</iAIWeight>
                        <iCost>40</iCost>
                        <iHurryCostModifier>0</iHurryCostModifier>
                        <iAdvancedStartCost>100</iAdvancedStartCost>
                        <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
                        <iMinAreaSize>-1</iMinAreaSize>
                        <iMoves>1</iMoves>
                        <bNoRevealMap>0</bNoRevealMap>
                        <iAirRange>0</iAirRange>
                        <iAirUnitCap>0</iAirUnitCap>
                        <iDropRange>0</iDropRange>
                        <iNukeRange>-1</iNukeRange>
                        <iWorkRate>0</iWorkRate>
                        <iBaseDiscover>0</iBaseDiscover>
                        <iDiscoverMultiplier>0</iDiscoverMultiplier>
                        <iBaseHurry>0</iBaseHurry>
                        <iHurryMultiplier>0</iHurryMultiplier>
                        <iBaseTrade>0</iBaseTrade>
                        <iTradeMultiplier>0</iTradeMultiplier>
                        <iGreatWorkCulture>0</iGreatWorkCulture>
                        <iEspionagePoints>0</iEspionagePoints>
                        <TerrainImpassables/>
                        <FeatureImpassables/>
                        <TerrainPassableTechs/>
                        <FeaturePassableTechs/>
                        <iCombat>6</iCombat>
                        <iCombatLimit>100</iCombatLimit>
                        <iAirCombat>0</iAirCombat>
                        <iAirCombatLimit>0</iAirCombatLimit>
                        <iXPValueAttack>4</iXPValueAttack>
                        <iXPValueDefense>2</iXPValueDefense>
                        <iFirstStrikes>0</iFirstStrikes>
                        <iChanceFirstStrikes>0</iChanceFirstStrikes>
                        <iInterceptionProbability>0</iInterceptionProbability>
                        <iEvasionProbability>0</iEvasionProbability>
                        <iWithdrawalProb>0</iWithdrawalProb>
                        <iCollateralDamage>0</iCollateralDamage>
                        <iCollateralDamageLimit>0</iCollateralDamageLimit>
                        <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
                        <iCityAttack>10</iCityAttack>
                        <iCityDefense>0</iCityDefense>
                        <iAnimalCombat>0</iAnimalCombat>
                        <iHillsAttack>0</iHillsAttack>
                        <iHillsDefense>0</iHillsDefense>
                        <TerrainNatives/>
                        <FeatureNatives/>
                        <TerrainAttacks/>
                        <TerrainDefenses/>
                        <FeatureAttacks/>
                        <FeatureDefenses/>
                        <UnitClassAttackMods/>
                        <UnitClassDefenseMods/>
                        <UnitCombatMods/>
                        <UnitCombatCollateralImmunes/>
                        <DomainMods/>
                        <BonusProductionModifiers/>
                        <iBombRate>0</iBombRate>
                        <iBombardRate>0</iBombardRate>
                        <SpecialCargo>NONE</SpecialCargo>
                        <DomainCargo>NONE</DomainCargo>
                        <iCargo>0</iCargo>
                        <iConscription>0</iConscription>
                        <iCultureGarrison>5</iCultureGarrison>
                        <iExtraCost>0</iExtraCost>
                        <iAsset>2</iAsset>
                        <iPower>3</iPower>
                        <UnitMeshGroups>
                                <iGroupSize>3</iGroupSize>
                                <fMaxSpeed>1.75</fMaxSpeed>
                                <fPadTime>1</fPadTime>
                                <iMeleeWaveSize>3</iMeleeWaveSize>
                                <iRangedWaveSize>0</iRangedWaveSize>
                                <UnitMeshGroup>
                                        <iRequired>3</iRequired>
->                                        <EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_GERMAN</EarlyArtDefineTag>
                                </UnitMeshGroup>
                        </UnitMeshGroups>
                        <FormationType>FORMATION_TYPE_DEFAULT</FormationType>
                        <HotKey/>
                        <bAltDown>0</bAltDown>
                        <bShiftDown>0</bShiftDown>
                        <bCtrlDown>0</bCtrlDown>
                        <iHotKeyPriority>0</iHotKeyPriority>
                        <FreePromotions/>
                        <LeaderPromotion>NONE</LeaderPromotion>
                        <iLeaderExperience>0</iLeaderExperience>
                </UnitInfo>

XML/Civilizations/CIV4UnitArtStyleTypeInfos.xml

Create a new UnitArtStyleTypeInfo block, based on the block which is used by the civilization
you want to add the units to. You can look up the type in CIV4CivilizationInfos.xml (see below,
as you will have to change it, after having created your new style type).

For each unit you set up a UnitArtInfo (in CIV4ArtDefines_Unit.xml), you need to either change
the existing StyleUnit block (if there is one) or add a new one (always for new units).
Leave all unit styles for which you did not create new art unchanged (i.e. do not remove them).

Make sure the unit you add is not a unique unit for the civ you want to add it to, the info is
stored in CIV4CivilizationInfos.xml. If it is, use the name of the unique unit instead of the
generic one.


                                <StyleUnit>
-> ?                                    <UnitType>UNIT_SWORDSMAN</UnitType>
                                        <UnitMeshGroup>
->                                                <EarlyArtDefineTag>ART_DEF_UNIT_SWORDSMAN_GERMAN</EarlyArtDefineTag>
->                                                <LateArtDefineTag>ART_DEF_UNIT_SWORDSMAN_GERMAN</LateArtDefineTag>
->                                                <MiddleArtDefineTag>ART_DEF_UNIT_SWORDSMAN_GERMAN</MiddleArtDefineTag>
                                        </UnitMeshGroup>
                                </StyleUnit>


XML/Civilizations/CIV4CivilizationInfos.xml

In the appropriate civilization (CIVILIZATION_*), enter the appropriate new art style.

                <CivilizationInfo>
                        <Type>CIVILIZATION_GERMANY</Type>
                        <Description>TXT_KEY_CIV_GERMANY_DESC</Description>
                        <ShortDescription>TXT_KEY_CIV_GERMANY_SHORT_DESC</ShortDescription>
                        <Adjective>TXT_KEY_CIV_GERMANY_ADJECTIVE</Adjective>
                        <Civilopedia>TXT_KEY_CIV_GERMANY_PEDIA</Civilopedia>
                        <DefaultPlayerColor>PLAYERCOLOR_GRAY</DefaultPlayerColor>
                        <ArtDefineTag>ART_DEF_CIVILIZATION_GERMANY</ArtDefineTag>
                        <ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
->                        <UnitArtStyleType>UNIT_ARTSTYLE_GERMAN</UnitArtStyleType>
                        <bPlayable>1</bPlayable>
                        <bAIPlayable>1</bAIPlayable>
                        <Cities>
                        .
                        .
                        .
 
Where do i downloads this to? (im new at this)

Look at my signature for civs and then look for the Vampire Civ and i believe its post # 10 explains how to make them work, and thx for asking.

btw Welcome to CFC.
 
It is great that you reupload this nice Germany-mod for modules - but I have got a error, some units did not work, they are only "red balls".

Can you repair it?!
 
It is great that you reupload this nice Germany-mod for modules - but I have got a error, some units did not work, they are only "red balls".

Can you repair it?!

Give me two units that are , that way i can see what the ArtDefines art, thx
 
the Go-229, Heinkel and the Tiger; these are some examples, need you more?

OK i see what i did, there is a file called Nazi in the flavor area. Delete that file. I added it by mistake.:blush:
 
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