drjest2000
Prince
As I was crawling through the code, it struck me that if I was serious about making playable natives -- which I think I am -- there was something that I hadn't considered: Native meshes for the various trades and professions. There's a load of really great stuff for the fighters, but next to nothing for the "other guys".
I've made animations, meshes and skins for other games, but the best I've ever managed with Civ4 and Civ4Col is reworking a texture, because the NIF file structure is just too bloody esoteric for my brain.
I've tried converting Civ4 unit meshes to Col and that has not been a success story.
Yes, I've read the tutorial. Yes, I followed the steps. I still end up with things that are either a solid team color or they lock up the game. Which is sad, because there are some beautiful units for Africa, India and Asia that I want to port over to Civ4Col so that I can fill in the visual gaps on the "East Indies" and "Ein Platz an der Sonne".
I thought maybe ships might be easier to port to Civ4Col, but I was wrong. I had no better success with ships than land units. The War Junks I found in the Civ4 DLs section lock up my game or cause a crash every time.
For instance, I can't determine why a sail takes a team color on a transparent part. What works in Civ4, does not seem to consistently work in Civ4Col.
All that being said, I figure I need to team up with someone who can either explain things to me like I'm a compete moron or who is willing to do the conversions for me.
ANYWAY, here's what I think the natives need in terms of new units.
And then you have the Aztec, Maya, and Inca...
They need a Stone-worker that is the equivalent of the Carpenter. And let's say that the native building for that unit consumes stone instead of wood, so that means a Stone resource and a specialist Stone-cutter unit to collect it.
And they would need a Feather-worker specialist instead of a Weaver or Leather-worker.
And keeping things simple, let's say silver represents not just silver, but all precious metals, and give them an expert Silver-miner.
Now lets say they need to move resources from one city to another, that means some sort of transport unit, whether it's a "human" porter or a llama caravan.
OK, that brought me to the native economy. They would have to have some sort of trade among one another for the resources they need. That means an overhaul of the AI.... Suddenly, I'm startled by the scale of this thing I am wanting to do. This is definitely not a one man job. In fact, it may require just as many "specialists" to achieve as it takes to run a successful colony.
SO, I say to myself, "Precious, you know there's an easier way. In fact, it's already mostly been done..."
Create a "dummy king" for the natives, make them "European", give them coast-hugging boats, give them their own Europe screen, strip out or disable the Native-eating parts of the DLL, let them use the same AI as the Europeans, give them closed borders, and give them missionaries (I'm thinking of Hindu, Buddhist, and Muslim races as well as American natives).
Still, they need units.... *sigh* ...I guess I'll get back to work....
I've made animations, meshes and skins for other games, but the best I've ever managed with Civ4 and Civ4Col is reworking a texture, because the NIF file structure is just too bloody esoteric for my brain.
I've tried converting Civ4 unit meshes to Col and that has not been a success story.
Yes, I've read the tutorial. Yes, I followed the steps. I still end up with things that are either a solid team color or they lock up the game. Which is sad, because there are some beautiful units for Africa, India and Asia that I want to port over to Civ4Col so that I can fill in the visual gaps on the "East Indies" and "Ein Platz an der Sonne".
I thought maybe ships might be easier to port to Civ4Col, but I was wrong. I had no better success with ships than land units. The War Junks I found in the Civ4 DLs section lock up my game or cause a crash every time.
For instance, I can't determine why a sail takes a team color on a transparent part. What works in Civ4, does not seem to consistently work in Civ4Col.
All that being said, I figure I need to team up with someone who can either explain things to me like I'm a compete moron or who is willing to do the conversions for me.
ANYWAY, here's what I think the natives need in terms of new units.
- a Farmer unit
- a Fisherman unit
- a Weaver or Leather-worker unit
- and a Smith of some sort.
And then you have the Aztec, Maya, and Inca...
They need a Stone-worker that is the equivalent of the Carpenter. And let's say that the native building for that unit consumes stone instead of wood, so that means a Stone resource and a specialist Stone-cutter unit to collect it.
And they would need a Feather-worker specialist instead of a Weaver or Leather-worker.
And keeping things simple, let's say silver represents not just silver, but all precious metals, and give them an expert Silver-miner.
Now lets say they need to move resources from one city to another, that means some sort of transport unit, whether it's a "human" porter or a llama caravan.
OK, that brought me to the native economy. They would have to have some sort of trade among one another for the resources they need. That means an overhaul of the AI.... Suddenly, I'm startled by the scale of this thing I am wanting to do. This is definitely not a one man job. In fact, it may require just as many "specialists" to achieve as it takes to run a successful colony.
SO, I say to myself, "Precious, you know there's an easier way. In fact, it's already mostly been done..."
Create a "dummy king" for the natives, make them "European", give them coast-hugging boats, give them their own Europe screen, strip out or disable the Native-eating parts of the DLL, let them use the same AI as the Europeans, give them closed borders, and give them missionaries (I'm thinking of Hindu, Buddhist, and Muslim races as well as American natives).
Still, they need units.... *sigh* ...I guess I'll get back to work....