Alpha Centauri

bouncymischa

Synthetic Genie
Joined
Nov 28, 2012
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1,537
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In a bottle
@bouncymischa: If they're already in Civ5 from Skajaquada, and from his screenshots the animations are fine, what's the problem?

The problem, at least that I've found, is that he implemented the animations by writing the animation effects into the core game files. When I've tried to use the models without modifying the game files, the units don't have the proper effects when fighting. (So no muzzle blasts or gunfire sounds, etc.) For whatever reason, it seems Skajaquada chose to define a bunch of unique viseffect files using standard Civ effects. However, there's no way to dynamically add the new viseffects with a mod, so the viseffect defines have to be added to the core game code by the end user.

I've been meaning to take another look at the .fxsxml files Skajaquada used, as with Nomad or What's tutorial on how to add new effects to models it should be possible to revise the .fxsxml files so that Skajaquada's models use existing Civ effects instead of his custom effects. But I haven't really had the chance to do it, and still view editing .fxsxml files with a fair bit of trepidation (I haven't even gotten my Sorceress units to work properly, despite having Nomad's Gandalf units as a template!), so if someone who was more proficient with them wanted to take a look I'd be rather grateful. X3
 

FramedArchitect

Reluctant Modder
Joined
Mar 25, 2012
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802
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Missouri
I need some practice with sci-fi units... if you have a few requests I might take a swing at a few. (No promises though - I'm already rather busy. But if the urge to make a sci-fi unit catches me I'd like to know what you're looking for.)
I'd say, do what interests you for modding! I don't have any specific requests, but I remember browsing through the civ4 units a while back and there are many interesting models of high-tech buggies, helicopters, etc. Maybe conversions of those would be of general interest to other civ5 modders?


....
This thread also reminds me I need to get around to posting the "sci fi" improvements I've made, particularly since some of them descend from Alpha Centauri mods, I believe. Certainly the "tech citadel" I made for my Yumemi civ would likely look better than the standard citadel... :3
Thanks for these! they look great!
 

bouncymischa

Synthetic Genie
Joined
Nov 28, 2012
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Thanks for these! they look great!

Glad you liked them! I've been meaning to convert some of the other sci fi buildings Lord Tirian did -- there's some solar collectors I've been meaning to make a solar farm out of, amongst other things. While I was planning to try and get some creepy stuff done for Halloween, I'll try and do more sci fi models done too!
 

FramedArchitect

Reluctant Modder
Joined
Mar 25, 2012
Messages
802
Location
Missouri
Added Oceans Cities mod

Allows embarked settlers to found cities on oceans beginning in the Modern Era.

* Select the Early Ocean Cities box in the Advanced Setup screen to enable founding Ocean Cities beginning in the Industrial Era.
* Ability is available to any unit that can found cities (e.g. Conquistadores)
* Ability can be used on coasts and oceans adjacent to coasts (not deep oceans)
* Units with this ability will move slowly when embarked.
* Ocean cities extract additional food and gold from sea tiles, are more resistant to nuclear strikes, and build better ships than land-based cities.
* Ocean cities may construct any buildings available to land-based coastal cities.
* Ocean cities may not currently harbor trade routes (this requires additional modding)

Requirements and Compatibility
* Brave New World Expansion required.
* Conflicts with mods that change PlotHelpManager.lua

Troubleshooting
If, on loading a saved game, an ocean tile displays as a land tile: Play one turn then save and reload to reset the graphics.
If an embarked settler has a unit escort, that unit will move to the nearest plot when the settler attempts to found a city.

Special thanks to bouncymischa for city graphics!

Spoiler :
 

Lord Tirian

Erratic Poster
Joined
Nov 30, 2007
Messages
2,724
Location
Liverpool, UK
Oh wow, ocean cities. I have to say, your mods really get overlooked, FramedArchitect, considering the huge changes they make!
 

FramedArchitect

Reluctant Modder
Joined
Mar 25, 2012
Messages
802
Location
Missouri
Hey FA... you know that with BE and the new Nexus Buddy out, there's gonna be a bunch of BE units coming into Civ5...
Sounds good!

FramedArchitect, may I use your leader screens for a SMAC mod for Beyond Earth? :)

Sure, feel free to use anything from any of my mods. No need to ask...

Best, FA
 

Drakarska

Epic Dadness
Joined
Jan 4, 2010
Messages
2,694
Location
Twilight Zone
Sounds good!



Sure, feel free to use anything from any of my mods. No need to ask...

Best, FA

Simple modder etiquette FA, always polite to ask first :D. Looking forward to your continued progress.
 

FramedArchitect

Reluctant Modder
Joined
Mar 25, 2012
Messages
802
Location
Missouri
Simple modder etiquette FA, always polite to ask first :D. Looking forward to your continued progress.

Thanks! The only reuse of my mods I'd be opposed to is republishing the whole thing with somebody else's name on it. Not because it's dishonest, but because it adds nothing new to the content available for users.
 

terraslayer

Chieftain
Joined
Sep 13, 2010
Messages
62
Wow! I just came across this mod! I was looking for Chiron maps for either civ 4 or civ 5, to make a mod for BE of my own! With your permission, maybe I'll port some of these over for Civ BE! :)

Excellent work man! I love it!
 

Yagashura

Chieftain
Joined
Dec 31, 2009
Messages
1
fantastic! i love SMAC, like the one guy already posted, the movies were and are awesome. the entire game just feels special, if you can at least partly convey that to Civ V, that would be awesome.
will try it out soon.
 

bladex

Emperor
Joined
Oct 29, 2010
Messages
1,358
if i use the Ocean Cities (v.3) alone no other units can ever enter the water
 
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