Airbase - Airport (WW2 Style)

asioasioasio

Fallout Scrubber
Joined
Mar 4, 2006
Messages
3,058
Location
Poland, EU
Very VERY well done! Looks as realistic as it can seeing it is in Civ 4!
 
Thx :)

I made this as seperates NifRedCrystals (i forgot how this is called in NifViewer :crazyeye: ) - so you cant delete any of the element - hangar, control tower, airfield and easily (just deleting part of model in nifviewer or nifskope) switch airbase to for example warehouse.

I made this mostly for reconstruction of aircraft bases in civ2 style. About Navy base you can check the Large Shipyard in WW2 1939 Mod. I don't have plans for military base in next days. If i would have free time i'll see what i can do with this.
 
Step aside of the way!!! I make a landing! :eek:
Very nice work, Asio. :goodjob:
Can anybody write code for landing on this base out of town?
 
Yeah it would be great if someone would make modcomp allowing to use this.

I'm missing airbases in civ 4 much.

You may check this thread
http://forums.civfanatics.com/showthread.php?t=222396
There's idea to make this airbase as a unit - non-movable, non-buildable (just available from worldbuilder), beeing captured like worker
 
Didn't one TheLopez his modcomps include airbases? Or at least the code for it?
 
Thx :)

I made this as seperates NifRedCrystals (i forgot how this is called in NifViewer :crazyeye: ) - so you cant delete any of the element - hangar, control tower, airfield and easily (just deleting part of model in nifviewer or nifskope) switch airbase to for example warehouse.

I made this mostly for reconstruction of aircraft bases in civ2 style. About Navy base you can check the Large Shipyard in WW2 1939 Mod. I don't have plans for military base in next days. If i would have free time i'll see what i can do with this.

Ah nice! So you can use the different parts.

May I request the Large shipyard from your mod. :) I am thinking of doing a Naval expansion Mod, and I want to add a couple shipyards into the game (if you want to know what purpose I can explain but I do not want to hijack your thread).

GM
 
I don't know if Lopez made it. I didn't see it tough :(

About Shipyard ok - i'll put this.
And about explanation mod - that's no problem i always want to hear about new interesting mods :)
 
Awesome :)
 
OK Large Shipyard is here:
http://forums.civfanatics.com/downloads.php?do=file&id=5423
This building was made by kodzi (the credit goes to him) and mixed by me with firaxis model.

Thanks you!

Basically the idea is to implant a way that not all coastal cities can build ships at a acceptable speed.

How I propose to to this is to multiply the cost of all the smaller type craft by 3, and all the larger craft by 10. (You will see why in a minute).

I then add two buildings, Small shipyard, which multiplies your building speed of ships by 3 (So it can build smaller ships at a normal speed) and a larger shipyards (which requires a small shipyard) that brings it up ship production to x10.
This, hypothetically, would make it tougher for every and all coastal cities to build ships, and makes it a little more historical. The one thing that may hinder it that I can see is the AI not using it. But I haven't tested it yet.

Ty for the graphics.
 
:::Added from other thread:::
Hmm i don't want to hijack your work i reale aperciate this modcomp - for sure it will be useful for many ppl.
But it's possible to make this only through .xml
When you create new class in civ4unitsclass you put NONE in the defaultunit tag

And than you make everything like for new unit - the effect is that this unit would have only choosed civilization (in civ4civilizationsinfos)

Can you show me this part of xml code? I want a unique unit for the one of leaders too - please
SORRY FOR SPAM :blush:
 
i misunderstoonded this a little bit - i can m,ake unique unit for civilization for example i can make that us would have for example stealth fighter and make that no any other country would have it - so it would be unique only for that civilization not leader and not available for any other country (no default unit)

If it's what you want - you may check WW2 1939 mod

for example
i add this new class in CIV4UnitClassInfos.xml
Spoiler :
<UnitClassInfo>
<Type>UNITCLASS_HEAVY_TANK</Type>
<Description>TXT_KEY_UNIT_MEDIUM_TANK</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<DefaultU
nit>NONE</DefaultUnit>

</UnitClassInfo>


it's important to type none - this way none of countries would have units from this class (until you select one in civilizationsinfos.xml)

than create in CIV4UnitInfos.xml

Spoiler :
<UnitInfo>
<Class>UNITCLASS_HEAVY_TANK</Class>
<Type>UNIT_PZKPFW_VI_TIGER</Type>

<UniqueNames>
</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_PZKPFW_VI_TIGER</Description>
<Civilopedia>TXT_KEY_UNIT_PZKPFW_VI_TIGER_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_TANK_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>1</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<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>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bRenderBelowWater></bRenderBelowWater>
<UnitClassUpgrades>
</UnitClassUpgrades>
<UnitClassTargets>
</UnitClassTargets>
<UnitCombatTargets>
</UnitCombatTargets>
<UnitClassDefenders>
</UnitClassDefenders>
<UnitCombatDefenders>
</UnitCombatDefenders>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ATTACK</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_PILLAGE</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs>
</NotUnitAIs>
<Builds>
</Builds>
<ReligionSpreads>
</ReligionSpreads>
<GreatPeoples>
</GreatPeoples>
<Buildings>
</Buildings>
<ForceBuildings>
</ForceBuildings>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>BUILDING_TANK_FACTORY</PrereqBuilding>
<PrereqTech>TECH_HEAVY_TANKS</PrereqTech>
<TechTypes>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_OIL</BonusType>
<PrereqBonuses>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
</PrereqBonuses>
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_ASSAILANT</ProductionTraitType>
<iProductionTrait>10</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
<Flavors>
</Flavors>
<iAIWeight>0</iAIWeight>
<iCost>360</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>2</iMoves>
<iAirRange>0</iAirRange>
<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>
<TerrainImpassables>
</TerrainImpassables>
<FeatureImpassables>
</FeatureImpassables>
<iCombat>38</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>6</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>60</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>5</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives>
</TerrainNatives>
<FeatureNatives>
</FeatureNatives>
<TerrainDefenses>
</TerrainDefenses>
<FeatureDefenses>
</FeatureDefenses>
<UnitClassAttackMods>
</UnitClassAttackMods>
<UnitClassDefenseMods>
</UnitClassDefenseMods>
<UnitCombatMods>
<UnitCombatMod>
<UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
<iUnitCombatMod>50</iUnitCombatMod>
</UnitCombatMod>
</UnitCombatMods>
<UnitCombatCollateralImmunes>
</UnitCombatCollateralImmunes>
<DomainMods>
</DomainMods>
<BonusProductionModifiers>
</BonusProductionModifiers>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<iBombardRange>0</iBombardRange>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>12</iCultureGarrison>
<iExtraCost>2</iExtraCost>
<iAsset>5</iAsset>
<iPower>30</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_PZKPFW_VI_TIGER</EarlyArtDefineTag>
<LateArtDefineTag></LateArtDefineTag>
</UnitMeshGroup>
<EarlyArtDefineTag></EarlyArtDefineTag>
<EarlyArtDefineTag></EarlyArtDefineTag>
</UnitMeshGroups>
<Button>Art/Interface/Buttons/Units/pzkfpw_vi_tiger.dds</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions>
<FreePromotion>
<PromotionType>PROMOTION_BLITZ</PromotionType>
<bFreePromotion>1</bFreePromotion>
</FreePromotion>
</FreePromotions>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>
</UnitInfo>

of course units for this class could be more - Tiger for Germany, KV-2 for soviet Union, etc - so for many nations could be unique units.

and finaly in

Spoiler :
<CivilizationInfo>
<Type>CIVILIZATION_REICH</Type>
<Description>TXT_KEY_CIV_REICH_DESC</Description>
<ShortDescription>TXT_KEY_CIV_REICH_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_REICH_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_REICH_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_GRAY</DefaultPlayerColor>
.
.
.
<Units>
<Unit>
<UnitClassType>UNITCLASS_HEAVY_TANK</UnitClassType>
<UnitType>UNIT_PZKPFW_VI_TIGER</UnitType>
</Unit>
</Units>
.
.
.


This way i make it available for germany but if i want i could make it available for other countries too.
 
No,No! You wrote in modcomp section about way how define UU for one from leader of nation which has more leaders - if I good understand?
 
This method works only for nations (it can has more leaders) but for example both stalin and cathrine would have t-34 not only stalin. I misunderstoonded what this modcomp makes - sorry if what i makes it isn't what you need
 
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