ZP Hungarian Settlers

Zerver

CIV4 Unit-Maker
Joined
May 24, 2007
Messages
549
Location
unidentified
http://forums.civfanatics.com/downloads.php?do=file&id=11961

settkl_3L5.jpg


I suppose many people who saw the preview couldn't stay a wait for these.
I already have numerous graphics for many civs in such a style, but I'm afraid that they are getting too bad and primitive (just like these whom you are going to DL here) after all I learned these months. I don't know yet, should I release them, but soonly I'm going to replace every Goddamned unit by my production graphics.

Pushing through, you know...
DL, rate, and don't please forget to comment, that was really sad about my modern english forces, on whom I was working so much and nearly nobody gave his opinion...
 
This looks fantastic! & yes you should release the others you've made. Alot of your units made it into different mods.
 
Very well done, Zerver!
 
Thank you, Zerver!
I really like these, and if you are improving yourself these are really going to be just better and better - so please post your current units, if for nothing else, so we could later all see how much you've improved;)
 
It looks really fantastic. :) Would be perfect, if the dogs wouldn't clip into the horse and into the woman in the front.
 
These look great Zerver! :D
If you have more models like this you should release them, I am sure many modders will be able to use them. I can't wait to see your new stuff!
 
Hey Zerver. I just tried to add your settler, but I have some problems. It should not be a problem to add the female and the male settler, but...
a) there is no donkey (which would fit very well to medieval settlers),
b) even if there would be a donkey I'm not sure how to add it. I could create another branch, just like there are branches for child, male and female. But how can I avoid it that the "settler elements" overlap each other. Maybe you can post your xml or give a link to a tutorial.

Would be cool if you could help me.
 
You need to get a donkey model, (diversica mod, other unit mods), and here all of about my hungarian sttler XML

ART

<UnitArtInfo>
<Type>ART_DEF_UNIT_SETTLER_MAGYAR</Type>
<Button>,Art/Interface/Buttons/Units/Settler.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,2,5</Button>
<fScale>0.46</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/settler_magyar/Settler.nif</NIF>
<KFM>Art/Units/Settler/Settler_Male.kfm</KFM>
<SHADERNIF>Art/Units/settler_magyar/Settler.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_SETTLER</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_SETTLER_FEMALE_MAGYAR</Type>
<Button>,Art/Interface/Buttons/Units/Settler.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,2,5</Button>
<fScale>0.47</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/settler_magyar/settler_female_fx.nif</NIF>
<KFM>Art/Units/Settler/Settler_FEMALE.kfm</KFM>
<SHADERNIF>Art/Units/settler_magyar/settler_female_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.9</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

UNITINFO

<UnitInfo>
<Class>UNITCLASS_SETTLER</Class>
<Type>UNIT_SETTLER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>UNITCLASS_WORKER</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_SETTLE</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_SETTLER</Description>
<Civilopedia>TXT_KEY_UNIT_SETTLER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_SETTLER_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<bAnimal>0</bAnimal>
<bFood>1</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bQuickCombat>0</bQuickCombat>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>0</bMilitarySupport>
<bMilitaryProduction>0</bMilitaryProduction>
<bPillage>0</bPillage>
<bSpy>0</bSpy>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>1</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>
<bRenderAlways>1</bRenderAlways>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_SETTLE</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>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_IMPERIALIST</ProductionTraitType>
<iProductionTrait>50</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>0</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</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>0</iCombat>
<iCombatLimit>0</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</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>0</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>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>1</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>10</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>4</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HORSE_PACK</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_DOG</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_SETTLER</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
 
Thank you, Zerver. That'll well help me.
 
Cool, I will try these out for my Romanian Civ, since they have a lot in common.
 
lol
no they don't
 
Well, yeah they really don't. But that said the females in the group could easily be used for many civs, I think the guy's cloathing is pretty much Hungarian though.
 
lol
no they don't
Uh, yeah they do...
Ever heard of "Transylvania"?
I guess all those Hungarians living in Romania don't realize they have nothing in common with the Romanians. Odd how that works.
The guys outfit, it is seen in Romania as well... the bottom line is, hungarians have long be a part of the romanian country/culture.
Come on, a hungarian should know this stuff.
 
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