American Medieval v3.0

Wolfshanze

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To my knowledge, this is the third Medieval American set released for Civ4, and it's based very heavily off of Zerver's American Medieval series (of which Zerver released two distinct sets, which is why I refer to this set as v3.0).

This particular set/release is based very heavily off of Zerver's initial v1.0 American Medieval set. Most of the tunics and unit models are from that set, though some tunics have been touched up, a new American shield added (based on the Great Seal of the United States), a couple of new models have been used (Maceman and Knight), and I've added a new American Medieval Warlord.

All needed files are included, as-well as a txt file listing the needed animations for each unit. This set includes 11 combat units and one warlord.

Enjoy.

Download Here

AmericanMedievalNew.png


AmericanKnight.png
AmWarlord.jpg
 
Well, somewhere in my my working list I have to make the new ones, so the 4.0 will be upcoming, with some graphics from here, thank you!
 
very nice "what if" set....i like the shields.....:goodjob:
 
Is it possible to add this to your main mod or not?
These will be in the next official release of the Wolfshanze Mod... in the meantime, you could add them by dumping these folders into the Wolfshanze Mod folder... the path would be "Wolfshanze/Assets/Art/Units/American" then these folders in the download... as-is, they would overwrite nine of the 11 medieval units without any further changes. The Knight, Heavy Foot (Maceman) and Warlord are new models and would require some changes in the Civ4ArtDefines_Unit.XML (which you could do yourself).
 
If I wanted to add only these units to Varietas Delectat how would I go about doing that? Do have to rewrite the UnitArtStyles (or whatever) completely or is there a way to just replace the effected units by editing it?
 
If I wanted to add only these units to Varietas Delectat how would I go about doing that? Do have to rewrite the UnitArtStyles (or whatever) completely or is there a way to just replace the effected units by editing it?
I'm not even sure if VD is even using any custom graphics for American Medieval units... if-not, you'd need to not only add the graphics files, but also alter the Civ4ArtDefines_Unit.XML and Civ4UnitArtStyles.XML for each unit in the pack (ie: you don't have to rewrite the entire file(s), but you do need to add entries for each unit in this pack).

Of course you can always try to get Avain to add them into his mod (if they're not already and he wants to).

This pack is based heavily on Zerver's v1.0 pack, so any mod already using v1.0 can overwrite with these files and get every unit updated except the maceman and knight (which XML would need to be altered)... any mod using v2.0 of Zerver's (like Diversica) will have a smaller success rate (only some models will be updated) and will need to alter more XML entries... any mod not using either will need to enter new XML entries for each unit added.

These will be in the next release of the Wolfshanze Mod when the time comes, FYI.
 
Alright, I see the Civ4ArtDefines_Unit thing (In this case it says ME_USA_Civ4ArtDefines_Unit) and it has this kind of crap it in it.

<UnitArtInfo>
<Type>ART_DEF_UNIT_DOG</Type>
<Button>,Art/Interface/Buttons/Units/Wolf.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,5,5</Button>
<fScale>0.38</fScale>
<fInterfaceScale>1.3</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Modules/varietas delectat/Art/Units/Animals/Dog/Wolf.nif</NIF>
<KFM>Art/Units/Wolf/Wolf.kfm</KFM>
<SHADERNIF>Modules/varietas delectat/Art/Units/Animals/Dog/Wolf_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/WolfShadow.nif</ShadowNIF>
<ShadowAttachNode>LionBip Spine</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.28</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

So I change that part, and then I see another one that says VD_USA_Civ4UnitArtStyleTypeInfos, which has things like this in it;

<StyleUnit>
<UnitType>UNIT_RIFLEMAN</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_RIFLEMAN_USA</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_RIFLEMAN_USA</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_RIFLEMAN_USA</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

Are those the things I have to change or are there other files I have to edit, so far I've put the graphics in ...Assets/Art/Units and they each have their own folders. So if I wanted to change the archers what I would do is change VD_USA_Civ4UnitArtStyleTypeInfos so it so it says this.

<StyleUnit>
<UnitType>UNIT_ARCHER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_USA</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_ARCHER_USA</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_ARCHER_USA</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

And then add this part to the ME_USA_Civ4ArtDefines_Unit file:

<UnitArtInfo>
<Type>ART_DEF_UNIT_ARCHER_USA</Type>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/usa/Archer/Archer.nif</NIF>
<KFM>Art/Units/Archer/Archer.kfm</KFM>
<SHADERNIF>Art/Units/Archer/Archer_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>

And tag all of the rest to the proper folders, I have them in ...assets/art/units/usa/UNITNAME. So if that's the case is what I wrote above totally right, or am I way off base? Just the tag and then the one part for archer.nif?

Hopefully this is right, I just dont' want to . .. .. .. . up the mod.
 
Okay... when doing the Medieval units, you need to first see if he already has American/US Medieval units or not... look in the VD_USA_Civ4UnitArtStyleTypeInfos.xml and see if you find any entries for US/American medieval units (like Knights, Swordsmen, etc). If he ALREADY has entries for US Medieval units, then leave the VD_USA_Civ4UnitArtStyleTypeInfos.XML file alone... you only need to change/update the ArtDefines.xml... if he does NOT have medieval US units, then you'll need to add new entries to the VD_USA_Civ4UnitArtStyleTypeInfos.xml file for the medieval units.

You'd need to add (or make sure you already have) an entry like this:
Code:
				<StyleUnit>
					<UnitType>UNIT_KNIGHT</UnitType>
					<UnitMeshGroup>
						<EarlyArtDefineTag>ART_DEF_UNIT_KNIGHT_USA</EarlyArtDefineTag>
						<LateArtDefineTag>ART_DEF_UNIT_KNIGHT_USA</LateArtDefineTag>
						<MiddleArtDefineTag>ART_DEF_UNIT_KNIGHT_USA</MiddleArtDefineTag>
					</UnitMeshGroup>
				</StyleUnit>


If he's already got an entry, or you've just created the above entry, then look in the ME_USA_Civ4ArtDefines_Unit.xml and see if he has a corresponding entry for the American unit... if yes, you need to modify it to match your new path and files... if not, you'll want to add a new entry.

The Red Line at top needs to match what you called-for in the VD_USA_Civ4UnitArtStyleTypeInfos.XML. The bold lines you need to make-sure match the file names and the path's of what you're adding to the mod in the Art folder, as-well-as the proper animation file/path as called-for in the txt file included in the download.

Of course, back-up any/all files before you make changes in case you mess something up you can always go back.

Code:
		<UnitArtInfo>
			<Type>[COLOR="Red"]ART_DEF_UNIT_KNIGHT_USA[/COLOR]</Type>
			<Button>,Art/Interface/Buttons/Units/Knight.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,8,1</Button>
			<fScale>0.42</fScale>
			<fInterfaceScale>0.9</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
[B]			<NIF>Art/Units/American/Knight/gerkn.nif</NIF>
			<KFM>Art/Units/Knight/Knight.kfm</KFM>
			<SHADERNIF>Art/Units/American/Knight/gerkn_fx.nif</SHADERNIF>[/B]
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
		</UnitArtInfo>
 
Some of the files are missing then, there is no knight.kfm file in the DL here, and I can't find two of the three files for the archers in its folder.
 
Oh, I see that knight.kfm file isn't tagged to the same folder. But I put in the archer EXACTLY like you posted and it gave me an error, it said it was on the fscale line I think. I used the exact code from the normal archer but I changed the tags and the folder for the nif file (art/units/usa/archer/archer.nif) and it didn't work, I'm testing the knight right now.
 
Alright that worked perfectly with the knight, I'm going to try the archer again. Thanks for helping me out by the way, I'm new to all of this, and I love your units.
 
There are no files missing... if you read the accompanying text file, you'll note some of the animations (if not stated "included") are DEFAULT animations that come with Civ4 itself. Use the same animation path as any other unit that uses that animation (the knight.kfm path listed in the above example is the DEFAULT path... you can use the same path... you don't need the kfm, it's already in the game you have).
 
You see, this is why I think you're into what if units, wolfshanze! :lol:
I'm not into what-if units at all...

All of the above uniforms are based off the actual Medieval Army of the United States... this is what our Soldiers wore to battle when King Bush II led his army of Crusaders against the forces of Babylon in 911A.D.
 
Wolfshanze,

I have been put your great looking artwork into Assets/Art/Units folders. I have been editing Civ4ArtDefines_Units entries for each of the units. I was doing WARLORD_AMERICAN one and doing the NIF, KFM, and SHADOW lines. I saw the _fx.nif file and noted that ancient warlord was to be used for the .kfm. However, unlike all the other units, warlord did not have a plain .nif file. Should I use the _fx.nif for the NIF line or am I missing something?
Please advise.
Thanks.
 
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