C2C - Units

....aaaand here's the Athenian hoplite (evidently my recent stuffups haven't been as robust as my earlier ones...:lol:)
 

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Code:
			<TrailDefinition>
				<Texture>Art/Shared/water_ship_wake.dds</Texture>
				<fWidth>1</fWidth>
				<fLength>180.0</fLength>
				<fTaper>1</fTaper>
				<fFadeStartTime>.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bSmoothMove>1</bSmoothMove>
			<fAngleInterpRate>720.0</fAngleInterpRate>
			<fBankRate>.2</fBankRate>
			<fExchangeAngle>25.0</fExchangeAngle>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_OCEAN1</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_OCEAN1</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
			<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>

The problem with the Kora-Kora is presumably somewhere in here (looks identical to the Kayak to me, but still...). Can anyone suggest anything?

Is formatting (eg. spaces vs. tabs) important?
 
Also his model is technically a "Dieselpunk" automaton. Oh well.

Yes I'm afraid he totally is! Very Prohibition and disappointingly not-at-all Jules Verne...:p
 
Copper or Bronze or Iron or Steel. However since Firearms need metal to make too having a metal requirement would be redundant.

Not necessarily since you can import Firearms if you dont have metal. And making a robot out of firearms seems... weird :crazyeye:
 
Yes I'm afraid he totally is! Very Prohibition and disappointingly not-at-all Jules Verne...:p

Do you think I should redo his stats to be Dieselpunk?

Not necessarily since you can import Firearms if you dont have metal. And making a robot out of firearms seems... weird :crazyeye:

Hmm true.
 
@Yudishtira

Ok lets try this again for a Diselpunk unit instead of a Steampunk.

Dieselpunk Automaton [National Unit - Limit 15]
Graphic: (Use the Rifle Automaton)
Icon: (Use the Rifle Automaton)
Type: Combatant/Gunpowder/Robot/Culture(Dieselpunk)/Era(Industrial)
Strength: 40
Movement: 1
Cost: 900
Req Tech: Dieselpunk AND Automatic Weapons
Req Resource: Dieselpunk AND (Steel OR Titanium) AND Oil Products AND Firearms AND Ammunition
Req Building: -
Upgrades To: -

Special Abilities

  • +25% City Defense
  • +25% vs Gunpowder
  • Builds 15% Faster with Steel Wares
  • Builds 15% Faster with Titanium Wares

Note that the unit folder, NIF and button should probably be renamed. Just don't rename the texture file.

---

Thanks! :goodjob:
 
I'd like to call him the 'Chromium Gunman' if you don't mind. I feel it picks up on the Steam Punk Giraffe cabaret vibe, as well as the obligatory Prohibition/speakeasy tone evoked by the model (and Dieselpunk/Decopunk of course).

But I'm having problems. The new unit is not coming up in the game at all.

Also (and hopefully related cos otherwise I got nothing), I've deleted the Rifle Automaton (I've kept a copy - did you want to keep both?), but he is still coming up in the pedia as TXT_KEY_UNIT_RIFLE_AUTOMATON (with no graphics or texts but with all his unitcombats, stats, promotions and prereqs). That's a caching problem, right (please correct me ASAP if I'm wrong)? If so, is the Assets/Cache the only one I need to worry about?

:mad: Should be getting easier but it's getting harder. Luckily I didn't have much hair to start with...:lol:

I've kept him as a separate folder inside Dieselpunk/Units. All the other units in there (unlike Steampunk, Clockpunk and Biopunk) are merged in together. Will merging him with them fix this? Also, (I guess not but) could the modular loading controls have anything to do with it?
 
1. Chromium Gunman sounds cool so approved.

2. I only want the newer Dieselpunk. I plan on having a Steampunk robot too but I have to finish making the grpahic for it. I found a base, just working on the texture.

3. If you making a new unit you need to chnage the folder, NIF and button names to whatever new name. So like ...

Chromium_Gunman = Folder
chromiumgunman.nif = NIF
chromiumgunman_button.dds = button

the only thing that is not renamed is the dds texture for the unit. Do you need me to repost with the changed names?

4. Yikes I did not realize the Dieselpunk stuff is all in one. Unless you can get it to work with the unit separately you may need to mege it into the existing Dieselpunk unit files.


Link to video.

Also here is another song. :D You can see how I want the Steampunk to loo like with Rabbit.
 
@Yudishtira

Here is the Steampunk one.

Steampunk Worker [National Unit - Limit 15]
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Civilian/Worker/Robot
Strength: 0
Movement: 3
Cost: 500
Req Tech: Steampunk
Req Resource: Steampunk AND (Copper OR Bronze OR Iron OR Steel) AND Coal
Req Building: -
Upgrades To: Android

Special Abilities

  • Work Rate: 400
  • Can Do Anything a Modern Worker Can.
  • Builds 15% Faster with Copper
  • Builds 15% Faster with Bronze
  • Builds 15% Faster with Iron
  • Builds 15% Faster with Steel

---

Thanks! :goodjob:
 
Ok thank heavens merging him fixed all the problems. The Infantry and Trench Infantry animations didn't work with him. The Rifleman one is (I suspect) kind of too stiff and regimented for him but it'll have to do.
 

Attachments

4. Yikes I did not realize the Dieselpunk stuff is all in one. Unless you can get it to work with the unit separately you may need to mege it into the existing Dieselpunk unit files.

If we still had the WoC files in there you could have just run the splitter over the folder and had everything split out for you.
 
@Yudishtira

Here is the Steampunk one.

Steampunk Worker [National Unit - Limit 15]

I've tried quite a few kfms now but none of them change him from the attached pose...

Suggestions please...
 

Attachments

  • steam_punkd.jpg
    steam_punkd.jpg
    10.9 KB · Views: 53
I would still like a bit of a revamp to the aircraft.

Early pistern engine fighetrs (WWI, eg sopwith cammel) -> Intemdiate pistern engine fighters (early WW2, eg Spitfire) -> Advanced pistern engine fighters (Late WW2 P51) -> First gen jet fighters (Late WW2 ME262)-2nd Gen fighters ( eg F-105) -3rd Gen fighters( eg F4 Phantom)- 4th Gen fighters (eg F16) -5th Gen Fighters (F22).

Carrier fighters Early (WW1, eg Sopwith Pup)- Late (WW2, eg F6F Hellcat) - early Jet(eg F9F)-> Middle jet( eg F14 -Late jet( eg F35)

Early Tactical Bomber (eg Airco DH.4)- Middle Tactical bomber (Ju 88) -Late tactical bomber (F-111) -> Advanced tactical Bomber (A-10)

Early Stratgic Bomber (eg Gotha G.IV) - Middle Stragic bomber (eg B-29)-Late stragetic bomber(B-52) - Advanced (Eg B-1)

Special
Stealth Bomber (B2): should be a expensive and resourse intensive class not easly obtained.

Stealth Fighter (F-117) Like above.

Dive Bomber (eg Stuka) WW2 era tactical bomber good for killing tanks and infantry. Upgrades later into either fighter or tactical bombers.

VTOL (Eg Harrier, F35B) Can fit double the amount into aircraft carriers, not as good at air to air fighting.

Also as you progress through aircraft tec the cost should increase dramatically so you have to choose if you want a huge airfrce of older aircraft or a small airforce of more advanced aircraft.
 
Nice idea. If you are willing and could be more specific I could show you how to make an optional modmod with these suggestions implemented. Almost all of these can be done in XML so it is perhaps one of the easiest modmods to make. It can then be used by others to test it out. Then if it works well we can merge it back into core c2c.
 
Nice idea. If you are willing and could be more specific I could show you how to make an optional modmod with these suggestions implemented. Almost all of these can be done in XML so it is perhaps one of the easiest modmods to make. It can then be used by others to test it out. Then if it works well we can merge it back into core c2c.

IF you&#8217;re referring to me yeah sure!

I script pretty well on other games so C2C should be ok and I can get a whole list of aircraft for most nations that fit into most these categories. It&#8217;s just models that may be an issue as I can&#8217;t model to save my life. But just a model that can fit into each cat will do at first and nation specific craft can follow.

I would mix in some navy improvemnets too.

Some of the most fearsome empires in the world have been Aircraft/Navy based. A good Airforce, Navy should be difficult to craft but worth it.

Would it be worth waiting untill all the combat upgrades improvementa have been implemented? Im impressed with whats been done so far so would love to combine it.

Also I can go into the future with 6th and 7th gen fighters and bombers as if you look hard enough some plans have already been released for them. Again models may need to be made but I can go fishing for concept drawings ect That way you can get some good future era units.
 
Use modern great spy animations.

Cheers that worked. He badly needs a name (don't you think?) but I haven't come up with any that I'm happy with. Best so far is "Nautilus Minion" or "Minion of Nemo" (of course I'm fairly sure there is no steam-powered android in Verne at all...:crazyeye:)

(Plus I'm not looking forward to going through and renaming/repasting it everywhere:lol:...)
 

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