11 Kievan Rus Units

Oh no Danrell, because of you I must delay my mod's update again :D

I just can't release it before adding those splendid russian, german and french units ;)

great job :goodjob:
 
Axeman -----------------------------use "Warrior" animations
Archer--------------------------------use "Archer" animations
Swordsman------------------------included
Pikeman----------------------------use "Pikeman" animations
Spearman--------------------------included
Maceman---------------------------included
Chariot------------------------------included
Knight-------------------------------included
Horseman-------------------------use "Knight" animations
Crossbowman-------------------use "Crossbowman" animations
Longbowman---------------------use "Longbowman" animations
I was wondering, it says for the "Horseman" unit to use the "Knight" animation. I can't help but notice this is a sword-wielding horseman and the BtS Knight uses a Lance. I'm under the assumption the Warlords and earlier versions of the game has a differant "Knight" animation then the BtS "Knight" animation with the lance?

Which "Knight" animation do we use with the Horseman, or is the BtS Knight the same as the vanilla Knight animation?

Thanks again.
 
I was wondering, it says for the "Horseman" unit to use the "Knight" animation. I can't help but notice this is a sword-wielding horseman and the BtS Knight uses a Lance. I'm under the assumption the Warlords and earlier versions of the game has a differant "Knight" animation then the BtS "Knight" animation with the lance?

Which "Knight" animation do we use with the Horseman, or is the BtS Knight the same as the vanilla Knight animation?

Thanks again.

In Bts/Vanilla 's CIV4ArtDefines_Unit.xml, you can find "ART_DEF_UNIT_KNIGHT",not "ART_DEF_UNIT_KNIGHT_EUROPEAN" or others,
just copy & paste this:
<KFM>Art/Units/Knight/Knight.kfm</KFM>

sorry my bad english :)
 
hello is there a problem with the spearman it's pink all the others (teut fra poland) are ok ?
 
Great work!!
One question though: How come the macemen don't have maces? Or am I missing something?
 
I'm new to all of this moding business so sorry for asking a "silly" question, but is there no easy way of using these units?? Do I really have to go through all of those tedious steps from the "[TUT] Adding newly created units to Civ4 in 6 "easy" steps"? All I want is for these units to replace my current Russian units.
 
Thanks for the quick response NikNaks93!
Annoying, I would've thought that the creator of these units would've tested them in the game, meaning that he would probably have all the files required for them to work. Just trying to find shortcuts :)
Is there such a mod of which you speak? :)
 
Where would I be able to find that mod once it comes out? I, like 0R4NG3 am new and could not seem to figure out how to change the unit graphics....a mod would be great!
 
If you have BTS and just want to add these units for each civ replacing the default swordsman, pikeman, ect then this guide is probably best:

http://forums.civfanatics.com/showthread.php?t=229557

3.0 Unit Art Styles

There has been a lot of amazing work done creating new unit art for civilization 4. Many of these units have been implemented as &#8220;flavor&#8221; units, sharing identical stats but added to the game to vary the artwork of different civilizations. Unfortunately this requires a new unit to be added to the game, a swordsman (for example) that is a duplicate in every way except its art definition.

BtS allows us to define unit art types, similar to the building art types in warlords. With it you can have one unit definition but configure different civilizations to use different art for that unit. So the Greek scout can be made to look different than an Aztec scout without adding a new unit to the game.

There are 3 steps required to enable this.

3.1 Step 1: CIV4CivilizationsInfos.xml

In this file we need to define the civilizations Unit Art Style as follows:


Code:
<CivilizationInfo>
<Type>CIVILIZATION_AMERICA</Type>
<Description>TXT_KEY_CIV_AMERICA_DESC</Description>
<ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC </ShortDescription>
<Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>

This is very similar to the way city art styles were defined in warlords but added as a separate attribute so modders can use different unit and city building styles. A NONE value will cause the Civ to use all default Unit Art.

3.2 Step 2: CIV4UnitArtStyleTypeInfos.xml

This is a new XML file in BtS. It contains the definition for the Unit Art Style and allows a new unit art meshes to be used for a given unit. In the example below the ART_DEF_UNIT_ARCHER_EURASIAN is the Early art definition used for an Archer and ART_DEF_UNIT_ARCHER_EUROPEAN is used in the middle and late periods. The Archer like most units has only one UnitMesh as specified on its CIV4UnitInfos.xml element. But units can actually have any number of Meshes, the Settler units are the only Original game units to use more then one Mesh and to modify these simply list the replacement Meshes as <UnitMeshGroup> elements, they will be matched in the order with the CIV4UnitInfos meshes and replace it one for one, any number of Meshes can be present in a Unit and all can be substituted in this way.

Any Unit not given replacements for a StyleType will simply be defaulted to the Art from the UnitInfos.xml file and any individual ARTDEFs can be referenced any number of times and in as many different StyleTypes as desired allowing considerable sharing and creation of Styles which differ only at certain time periods to reflect cultures branching and merging.


Code:
<UnitArtStyleTypeInfo>
<Type>UNIT_ARTSTYLE_EUROPEAN</Type>
<StyleUnits>
<StyleUnit>
<UnitType>UNIT_ARCHER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_EURASIAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_ARCHER_EUROPEAN</LateArtDefineTag>
<MiddleArtDefineTag> ART_DEF_UNIT_ARCHER_EUROPEAN </MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>
<StyleUnit>
<UnitType>UNIT_SETTLER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_SETTLER_MALE_EUROPEAN </EarlyArtDefineTag>
<LateArtDefineTag> ART_DEF_SETTLER_MALE_EUROPEAN </LateArtDefineTag>
<MiddleArtDefineTag> ART_DEF_SETTLER_MALE_EUROPEAN </MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_SETTLER_FEMALE </EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_SETTLER_FEMALE </LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_SETTLER_FEMALE </MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>
</StyleUnits>
</UnitArtStyleTypeInfo>

Step 3: CIV4ArtDefines_Unit.xml

Just as in Civ4 the Unit Art Information has to exist for the unit. But instead of using the default one assigned to that unit in the Civ4UnitInfos.xml (ART_DEF_UNIT_ARCHER for example) Unit Art Styles allowed us to use a alternate one such as this:


Code:
<UnitArtInfo>
<Type>ART_DEF_UNIT_ARCHER_EUROPEAN</Type>
<Button>,Art/Interface/Buttons/Units/Archer.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,1</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Archer_European/Archer_European.nif</NIF>
<KFM>Art/Units/Archer_European/Archer.kfm</KFM>
<SHADERNIF>Art/Units/Archer_European/Archer_European_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.85</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

By modifying the SDK you can create alternative types of StyleUnit logic with their own xml files and logic structures such as Units which show different Artwork based on how heavily they are damaged or the presense of specific Promotions.
 
Note that the unit button graphic is defined on the UnitArtInfo, it is no longer set in the CIV4UnitInfos.xml file. This allows us to use different buttons for different unit art styles. This change will also require modders converting older mods to BtS to move all their button info into the art file.

This doesn't actually work atm, it always uses the button art for the default unit, not what you define for the various different art styles. Impaler's working on a bug fix for it though.
 
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