A visual experiment: Would you like Civ3 to look like this -->

seesjuh - No, there is no mod or anything to download. People are just getting understandably excited. I don't know if there will ever be a bonafide mod for this, but rather just people posting the units they do.

Anyway, welcome to CFC!
 
Originally posted by thestonesfan
I'd trade my woman and car for these!

Just kidding about that last part guys. I can't walk to work!

How much gold per turn for that??? :lol: (just kidding)

Great work Kryten!!!
When will we be able to download your work?
Geez if only this would be the default from Firaxis.
You should be paid for that!!! :)

:goodjob:
 
Originally posted by thestonesfan
I suppose Destroyers are too big to fit two in a square. They may be something worth resizing to get them in, since I think multiple Destroyers would be appropriate.

Hmmm....good idea.....but by rights the earlier ships such as the Frigate and Galleon should also be 'multiple'.
Still, I'll give it a try.
"Leave it with me." ;)

To Hygro, Troquelet, Dragon King, Graws and Neomega (sorry if I've missed out anyone :crazyeye: )

Yes....armies....what are we going to do about Civ3 armies.
I'll try a few experiments to see what is possible and what is not.
Again..."Leave it with me." ;)

------------------------------------------------------------------------------------

I would now like to draw people's attention to one thing that we all seem to have forgotten.....
....what SOUND EFFECTS would 'multi figure' units use?
Well, I've been doing some checking.

Fortunately, about 90% of the existing sound waves are fine.
Multiple units of both foot and horse looks (sounds?) ok with the current sound waves for the default/fidget/run/death and even the victory animations.
And the Chariot & Elephant sounds fit quite well.
The problem is with some of the attack waves.

The Galley attack, with it's multiple arrows 'swooshing' overhead, is perfect for multi figure Bowmen, Longbowmen and skirmishing Archers.
But some of the musket/rifle/machine gun sound effects don't seem quite right.

So I have taken the liberty of compiling a collection of multi figure sounds.
I wonder if people could do me a favour by downloading them, have a listen, and tell us what you think....
(Be warned! This zip file is 2.5 megs!)

http://www.civfanatics.net/uploads3/MF_sound_effects.zip

I was thinking of using the "charge!" for the attackA.flc, and "melee" for the attackB.flc.
And don't worry everone about every unit having to download it's own sounds. All we need do is to download these once, and every MF unit can then simply be directed to this one and only sound folder to get what it needs.
(If you look at that Spartan Hoplite screenshot that I just posted above, you will notice that there are no sound waves in the actual folder. This is because the ini configuration file tells this unit to go to the Hoplite folder to get it's sound effects)

But I do have one very embarrassing confession....
....to my undying shame I find that I no longer have a Civ2 CD! :blush:
I seem to remember that in the Civ2 "Fantastic Worlds" expansion disk, there were several good sound waves of 'machine gun battles' and 'musket volleys'....one of them even had an officer bellowing "FIRE" as the volley cracked out!
This would be perfect for 17th, 18th and 19th century Musketmen & Riflemen.

I wonder if someone could post these sound waves for me.
Cheers! :D
 
Originally posted by Steph
Do you know what is in my opinion the best part of this idea? The possibility to give every civ unique unit for every part of the game. Because we can change also the formation!

That's what Kryten did with the Napoleonic unit : French column, English lines.

Another good think is to link the size of the unit to some attributes. In my mod, big infantry unit need 1 population, but support units (like archer) don't.

Excellent ideas.

Originally posted by Redking
Here's my secondary reaction to this concept, being how I might implement it usefully in the game:

Personally, I find the game’s current implementation of armies unrealistic and felt that it needed revision (easier to build armies, for one thing).

So I'd like to retain the single-figure units as representative of irregular figures (tribesmen, warbands, skirmishing horsemen, guerillas, et al), and use grouped units to represent the following:

1. Organized formations (ie, organized armies dedicated to pitched battle, such as hoplites, legionaries, and musket infantry).
2. Numerical degree, with the attendant multiplication of cost (including population cost in my personal mod).

So, an army/grouped unit is any unit with the “army” flag, and these army units can built without leaders once a particular small wonder is built (based on an ancient tech like Military Bureaucracy or Pitched Battle).

Non-“army”, irregulars can still be convened into larger forces by virtue of the old fashioned Leader unit forging them into an army.

In this concept, only units that employ tactical formations would be grouped. All others, being irregulars or otherwise using retreat tactics by definition shouldn’t be coalesced into armies (and therefore not allowed to group their attributes – the mark of a formation). I’m not sure how this would apply to most mechanized units. Off hand, I’d say that bombers with fight escorts would apply as an army formation. I don’t know enough about tank fighting tactics. The distinction between organized cavalry and light, skirmishing horseman would be clear.

As an aside, perhaps modern infantry should be in single file formation.

What a vision! And one I would attempt to implement.

Originally posted by Kryten
I do disagree with you about mixing pikes & muskets however.
Consider this possible example....
Medieval Pikemen = 6 figures, stats of 1-3-1
Swiss Pikemen = 4 pikes and 2 crossbowmen, stats of 2-3-1 & a defensive bombardment of 3?
Spanish Tercio = 4 pikes and 2 musketmen, stats of 2-3-1 & a defensive bombardment of 4?
(I'm sure people will think up their own stats for the units)

This is precisely what I had in mind, Kryten. Think of the posibilities: instead everyone building the same boring units, every civ (at least every culture group) could have different formations for different units, each with their own strengths and weaknesses.

Consider that this would make choosing a civ to play much more exciting!

Steph, your bomber with escort is a great idea. You could build bomber only formations, or for more money: escorted bomber formations that have a higher defense rating!

Kryten, the cut off view in the city build queue is no problem. Already happens with some of the custom units I use anyway. I have no problem with it.

Well, Kryten, it seems you've really opened a can of worms, more like a box of roses. This is exciting stuff, and from the response, most people seem quite excited by the prospects.

Thanks to you, Steph, Neomega and all the other great unit creators around here.

Thanks, and keep up the stupendous work!

:goodjob:
 
Just listened to your sound effects, Kryten . . .

I REALLY like the melee sound effects. Reminds me of Civ2 battles. All the rest of 'em sound good. The only thing I could see that might be a problem, is the sounds may not mach what we see going on with the animations. But . . .

Is this a problem?

Good work. ;)
 
What I was wondering is that when can all this be done?

The bomber with escort-That would be a great unit to replace the old bomber unit. The fighter planes would provide the defence when attacked.
 
Originally posted by Colonel Kraken
Just listened to your sound effects, Kryten . . .

I REALLY like the melee sound effects. Reminds me of Civ2 battles. All the rest of 'em sound good. The only thing I could see that might be a problem, is the sounds may not mach what we see going on with the animations. But . . .

Is this a problem?

Good work. ;)

Not usually, especially if the attack animation is busy.

The problems can occur when the sound file is too long, and it continues to play after the battle is over.

But in observing battles, you will find it is almost impossible to keep track of whether the sounds are synchronized or not.
 
The 'Stronghold' game has great sounds of armys charging, maybe you could use these along with weopons clashing for the ancient/medievil attack flics.

There is a very good sound program on the net for free that you can use to layer different wave files over each other, i can't think of the name off-hand, but i'll find out and post it here tommorrow.
It's really easy to use.
 
Originally posted by gael
The 'Stronghold' game has great sounds of armys charging, maybe you could use these along with weopons clashing for the ancient/medievil attack flics.

There is a very good sound program on the net for free that you can use to layer different wave files over each other, i can't think of the name off-hand, but i'll find out and post it here tommorrow.
It's really easy to use.

If you have windows, soundrecorder works just fine.

If you want to distort sounds, a shareware program called goldwave is pretty good.
 
Just listened to the sounds
I liked the rifles 1, 2 and 4
As for the Cannon, it was cannon 6 that i liked most! :)

I was just thinking whether it would be fun to put as much units as there are hp's. i.e., 5 hp unit has five units in it, 4 hp units has 4, etc... combo units could be fun too!!!

Great work still!!!
:goodjob:
 
Originally posted by Globetrotter


How much gold per turn for that??? :lol: (just kidding)

Great work Kryten!!!
When will we be able to download your work?
Geez if only this would be the default from Firaxis.
You should be paid for that!!! :)

:goodjob:


Let's see...you can have her for 200 camels, and the car for 3 barrels of spices and a nice Afghan blanket. :D
 
This looks so cool. One question, would it be possible to reduce a unit back to its original look when it is not active (so as not to crowd the screen) and change to the new look when movement or combat occurs?
 
Originally posted by guardianciv3
One question, would it be possible to reduce a unit back to its original look when it is not active (so as not to crowd the screen) and change to the new look when movement or combat occurs?

Yes, you can very easily 'customize' the animations to use the ones you prefer.

See the Spartan Hoplite screenshot on page 9 of this thread for an explanation. :)
 
Originally posted by Kryten
STEPH! You are a Genius! :goodjob:

I know, I know :D

Originally posted by Kryten

I do disagree with you about mixing pikes & muskets however.
Consider this possible example....
Medieval Pikemen = 6 figures, stats of 1-3-1
Swiss Pikemen = 4 pikes and 2 crossbowmen, stats of 2-3-1 & a defensive bombardment of 3?
Spanish Tercio = 4 pikes and 2 musketmen, stats of 2-3-1 & a defensive bombardment of 4?

Then you agree with me without knowing it. I said I'm against mixed units for every civ. But I'm fore civ specific formation. So the generic unit is "pikemen", but the Swiss and the Spanish have a specific formation, that replace the generic pikemen.
You cannot have in your queue "pikemen 2x3" AND"pikemen & musket" AND "pikemen & crossbow"
 
Originally posted by Colonel Kraken

Thanks to you, Steph, Neomega and all the other great unit creators around here.

Woaw! I've been promoted a unit creator, when I've never created any unit :goodjob:
 
Originally posted by Globetrotter
To Steph:
Just read that you had a tool for animations/figures...
Any chance that it is posted in the Utility Programs?

When it's finished. Kryten, as the other genius who came with the idea, has the privilege to beta test it right now. I still have something to do :
- Add other formations
- Add waiting delays
- Correct the bugs that he may found
- See what I can do for complex animation (the death).
 
The only problem I can think of having just one unit as the default, is that if you decide to have regiments, divisions and battalions, as the enemy you won't be able to see the size of the army you are fighting right away.

Or maybe taht is a good thing since you don't alwayts know how big the army that your fighting is?

Pap
 
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