CFC User's Mod: Unit requests, previews and more!

For modern era, I'd like to have a MARSUPILAMI has UU :D

Here's the beast :
marsu2.gif


He could move using its tail as a spring.

And here's the attack with its 6m long tail:
marsupi2.jpg

a_03b.gif
 
Viking Yeti, You forgot the Lycontine's tail. Did you miss it on the concept drawing? The legs are in a wrong position, as he is supposed to walk on his toes (this would involve making the foot into another part of the leg). The fur has to have some variation (white to dark grey). There is armour on the arms (make it a metallic grey).
 
The Omega said:
Omegian Class Prototype Space Destroyer!
(please have it's attack look like bombardment. It's suppposed to bomb enemy territory, so give it some sorta bombing animation.)

Omega, If you're setting the space destroyer up as a civ 3 air unit, you can use the Yamato spaceship and still get the bombing attack.

How? Simple, really. For Civ III air units, look at the bomber's .ini file. You'll see that the bomb attack is listed under the victory animation, and further, if you open it with FLICster, you'll see that the bombdrop animation is just a bunch of bombs falling.

The way it works in game is that when you order the bomber to bomb something, it plays the run animation simultaneously with the "victory" (bomb dropping) animation, so you see the bomber fly over and a bunch of bombs fall. So all you have to do for the OCPSD is set it up as an air unit with a hefty operational range, immobile, etc, and then edit the EDF Yamato.ini file so that where it says "victory=..\art\units\bomber\bombdrop.flc" or whatever the path to the bombers bombdrop animation is, and presto: the OCPSD will fly over and bomb the living snot out of the enemy.

Hope that simplified things a bit.
 
Hikaro Takayama said:
Omega, If you're setting the space destroyer up as a civ 3 air unit, you can use the Yamato spaceship and still get the bombing attack.

How? Simple, really. For Civ III air units, look at the bomber's .ini file. You'll see that the bomb attack is listed under the victory animation, and further, if you open it with FLICster, you'll see that the bombdrop animation is just a bunch of bombs falling.

The way it works in game is that when you order the bomber to bomb something, it plays the run animation simultaneously with the "victory" (bomb dropping) animation, so you see the bomber fly over and a bunch of bombs fall. So all you have to do for the OCPSD is set it up as an air unit with a hefty operational range, immobile, etc, and then edit the EDF Yamato.ini file so that where it says "victory=..\art\units\bomber\bombdrop.flc" or whatever the path to the bombers bombdrop animation is, and presto: the OCPSD will fly over and bomb the living snot out of the enemy.

Hope that simplified things a bit.


I know, but it doesn't look like a bombardment attack... :(
 
Los Justos 2nd UU: Justo Marine 12A/8D/1Mvmt

replaces standard civ3 Marine

#PRTO_DESC_Justo_Marine
The Cuerpo Marino del Justo first appeared as the "Continental Marines" during the 28 Year War on the Northeastern Continent, formed by a resolution of the Justo Congress on November 10, 1775. They served as landing troops for the recently created the Armada de Justo. The Cuerpo Marino del Justo were disbanded at end of war in April of 1783 but reformed on July 11, 1798. Despite the gap, the Cuerpo Marino del Justo celebrate November 10 as the their official Birthday.

Since its inception, the Marine Corps has had a reputation for combat prowess, and the role of the "Cuerpo" has expanded significantly. Currently, the Marinos serve as an all-purpose, quick-response task-force, suitable for quick insertion into areas requiring emergency intervention, and capable of utilizing ground, air, and sea elements. The strict and intense training of the Justo Marine gives it a defensive advantage against its foreign counterparts.
 
Dease said:
is that a unit request or are you going to just use the marine?

it'a an existing unit made by kal-el (grunt)

also, i would suggest that any UU be comparable in stats to the unit it replaces. none of this 20A/20D. major imbalances in the game if you ask me
 
EVERYONE, check the first few posts, if you unit isn't in the list then I (we) need you to post it.
If you unit doesn't have any sort of description (or an unsatisfactory one) and you want to describe it then that's needed too, concept art will get your request onto the 3rd post:devil2:
Otherwise you're way down on post #4 :p
 
Dease, your avatar ROCKS! :D

Also, I'd say that if some unit is going to have some intense stats, it ought to be extremely expensive to build so they're much harder to mass.
 
Dom Pedro II said:
Also, I'd say that if some unit is going to have some intense stats, it ought to be extremely expensive to build so they're much harder to mass.

i agree. shouldn't game balances/AI preferences be taken into account?
 
the last thing i'd want to see would be bananas on skateboards (doh!) wiping out my well-trained Cuerpo Marinos.

2 questions to the mod makers:

should I:
a.) start a new thread for any and all civilopedia entries so that i can compile them?
b.) set asided that massive resource.pcx sheet so that we may add to it?
 
I made my other unit request ( Knight Robert Dampierre ) in another thread. You can add it but Bebro is in charge. :)
 
Dease said:
Hikaro, didn't you have some requests?

Yes:

Arashi Ninja, replaces Medieval infantry, has same base stats and resource requirements, but treats all terrain as roads, stealth attack, and amphibious assault (you can drop the last one if you think it would severely unbalance the game), upgrades to Guerilla, which then upgrades to the Arashi Commando.

Arashi Commando, same base stats and resource requirements as TOW infantry, but treats all terrain as roads, stealth attack and amphibious assault (again, you can drop the amphibious assault if you think that would unbalance the game too much). Pictures below

P.S. Omega, if flying overhead while dropping a buttload of bombs doesn't look like a bambardment, then I don't know what does. :rolleyes:
 
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