Basilisk Unit

Manifold

ModderProtectionAdvocate
Joined
Aug 27, 2007
Messages
1,580
EDIT (Jan 10, 2010): The basilisk 1.0 is ready for download: http://forums.civfanatics.com/downloads.php?do=file&id=14010

Your new star in the sky of LH-Maker-Olymp: charle88 did this new skin for the water_lizard. How did i get him to go on land? Could i let him fly?

PLEASE
Is there there someone how could change the z-coordinate of the unit to a higher number - it should rise from ground than?
I allready did the dirty work for the world of odysseus mod, i have made a CIV4GameText_Cities.xml with 500 Citynames!!!! So i am sure, if someone knows to work with nifscope it takes him just 5 or 10 minutes to change the z-coordinate.
 

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  • basilisk.JPG
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Personally I don't think I'm a "new star in the sky of LH making". It appears that something might be wrong with the xml for the unit (UnitInfos and possibly UnitArtDefines). Could you post the xml for the unit here or pm me (I did send you a PM concerning this too).
 
CIV4ArtDefines_Unit.xml:
<UnitArtInfo>
<Type>ART_DEF_UNIT_STEALTH_BOMBER</Type>
<Button>Art/Interface/Buttons/Basilisk.dds</Button>
<fScale>0.5</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Basilisk/water_lizard.nif</NIF>
<KFM>Art/Units/Basilisk/dragon.kfm</KFM>
<SHADERNIF>Art/Units/Basilisk/water_lizard.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine1</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>1.5</fBattleDistance>
<fRangedDeathTime>0.32</fRangedDeathTime>
<fBankRate>0.65</fBankRate>
<bActAsRanged>1</bActAsRanged>
<AudioRunSounds/>
<SelectionSound/>
<ActionSound/>
</UnitArtInfo>

CIV4UnitInfos.xml:
<UnitInfo>
<Class>UNITCLASS_STEALTH_BOMBER</Class>
<Type>UNIT_STEALTH_BOMBER</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_ARMOR</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_STEALTH_BOMBER</Description>
<Civilopedia>TXT_KEY_UNIT_STEALTH_BOMBER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_STEALTH_BOMBER_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>0</bMilitaryHappiness>
<bMilitarySupport>0</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>1</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/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</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_STEALTH</PrereqTech>
<TechTypes>
<PrereqTech>TECH_ROBOTICS</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_OIL</BonusType>
<PrereqBonuses>
<BonusType>BONUS_ALUMINUM</BonusType>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>200</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>12</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>4</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>50</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>50</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>6</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>5</iAsset>
<iPower>20</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>0.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_STEALTH_BOMBER</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_MACHINE</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>
 
For making a land unit from it, try

<bActAsLand>1</bActAsLand>

in the ArtDefine, for flying units:

<bActAsAir>1</bActAsAir>

If this doesn't work, are you able to use nifscope? Perhaps the body of the basilisk is to low, rework it with nifscope, and change the z-coordinate of the unit to a higher number - it should rise from ground than.
 
<bActAsLand>1</bActAsLand> and <bActAsAir>1</bActAsAir> did not work.
If i open the water_lizard.nif with nifscope, i get a error prompt.
It seems that i am whacked.
 
It is on land because you have "<Domain>DOMAIN_LAND</Domain>". If you want it to be a water unit, try DOMAIN_SEA. You'd also want to use a sea type unit AI, like UNITAI_ATTACK_SEA.

Various other of your settings seem improbable, like requiring oil to make one. Inheriting the settings of a stealth bomber crossed with a tank (or modern armor - both are UNITCOMBAT_ARMOR) seems like a bad set of characteristics for a sea monster.
 
@ God-Emperor:
????The basilisk should be a landunit. the water_lizard is a waterunit. I use UNITCOMBAT_ARMOR for all monsters, thats is not the cause for it, that he stick up to his neck in the earth.

Last i tried:
<bRenderBelowWater>-1</bRenderBelowWater> error prompt
<bRenderBelowWater>0</bRenderBelowWater> no effect
<bRenderBelowWater>1</bRenderBelowWater> no effect
I am sure there is now simple way to lift him up.

PLEASE
Is there there someone how could change the z-coordinate of the unit to a higher number - it should rise from ground than?
I allready did the dirty work for the world of odysseus mod, i have made a CIV4GameText_Cities.xml with 500 Citynames!!!! So i am sure, if someone knows to work with nifscope it takes him just 5 or 10 minutes to change the z-coordinate.
 
It will take him less time.
Just open the unit in nifscope, select the unit by clicking on it, right click, there should be a point like "transform" (or similar, i'm not at my civ pc), and there you can change the position on the x,y and z axis.
 
Thanks but this is the prompt if i save:
invalid link
"Ungültige Größe für Array" "Extra Data List"
block 162 "Children" array size mismatch
 
@ God-Emperor:
????The basilisk should be a landunit. the water_lizard is a waterunit. I use UNITCOMBAT_ARMOR for all monsters, thats is not the cause for it, that he stick up to his neck in the earth.

Your first question in the first post was "How did i get him to go on land?" So I answered the question you asked.

Because of that question, it seemed like you really wanted a sea unit but ended up having it on land instead.
 
@God-Emperor: Ok, but now it is clear, i hope. Could you do it? I fail at the installation of PyFFI-2.0.5.win32.exe. So blender did not work.

@Kathy: Did you take a look?

Here is my interim work: Spearman -> Phalanx -> Sarissa; Talos the Watch of Crete
(Amazon lacks pikeman)
 

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  • WoO Spear+Talos.JPG
    WoO Spear+Talos.JPG
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It is the battleship_sea_serpent from there: http://forums.civfanatics.com/downloads.php?do=file&id=7372
The dds is from charle88

Sorry, I did not have much time at the moment.
The zip you added contains only a dds-file, not the nif of this unit. And the tread leads to an animal civ - will I have to download the complete civ? Well, I'll test soon.
When I used the link, I could not reach the site - it is under construction. Can you please uploa the whole unit, including nif?
 
Okay, I changed the z-coordinate of the model in all nifs, I hope it will work now. I got an error while starting, too, but I ignored it. Hope it will do so.
 

Attachments

Here are this little beasts. Now they had to freeze enemies in theirs viewing direction. Very cute:D

@Kathy, charle88
Thanks a million! Should i upload it for you?

P.S. If someone has another 5 minutes, they could move on the Z-Translation a bit (-50.000)
 

Attachments

  • basilisk.JPG
    basilisk.JPG
    88.7 KB · Views: 110
You can if you want to. By the way, the land version looks like it could make a good sauropod.:mischief:
 
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