Valkrionn
The Hamster King
Awesome! I remember Warkirby saying they couldn't get the particle effects on the Beast working correctly. I'll definitely use those. 

This took a while. My apologies
Download here: http://forums.civfanatics.com/downloads.php?do=file&id=13894
Spoiler :![]()
Each druid carries a worn wooden staff, tipped with antlers taken from a fallen deer, and a single phoenix feather - a gift from Sucellus.
not entirely sure what will become of him since kael has apparently stopped working on FFH, but I'm sure he'll find a home among one or two of the modmods around here
*glances at RifE*
Vampire
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<UnitArtInfo>
<Type>ART_DEF_UNIT_ASSASSIN_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Assassin Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Assassin/Scout.nif</NIF>
<KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_BEASTMASTER_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Beastmaster Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Beastmaster/Scout.nif</NIF>
<KFM>Art/Units/Maceman/Maceman blood.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_HUNTER_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Hunter Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Hunter/Scout.nif</NIF>
<KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_RANGER_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Ranger Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Ranger/Scout.nif</NIF>
<KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_SCOUT_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Scout Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Scout/Scout.nif</NIF>
<KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_ASSASSIN_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Assassin Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Assassin/Unique_Sumerian_Vulture.nif</NIF>
<KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_BEASTMASTER_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Beastmaster Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Beastmaster/Maceman.nif</NIF>
<KFM>Art/Units/Maceman/Maceman blood.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_HUNTER_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Hunter Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Hunter/Unique_Sumerian_Vulture.nif</NIF>
<KFM>Art/Units/Unique_Sumeria_Vulture/Unique_Sumerian_Vulture.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_RANGER_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Ranger Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Ranger/Aztec_Jaguar.nif</NIF>
<KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_SCOUT_KURIOTATES</Type>
<Button>Art/Interface/Buttons/Units/Scout Kuriotates.dds</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Civs/Kuriotates/Scout/Aztec_Jaguar.nif</NIF>
<KFM>Art/Units/Unique/Aztec/Jaguar/Aztec_Jaguar.kfm</KFM>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
I have seen many units where the nifs had completly different path than the kfm, also in completly different folder. Is there a rule when they need the same name? I tested the animations and it looks to me that they worked fine even without any name change.The only issue with that is the nifs need to be renamed.
I have seen many units where the nifs had completly different path than the kfm, also in completly different folder. Is there a rule when they need the same name? I tested the animations and it looks to me that they worked fine even without any name change.
The druid is nice, but i still tend to prefer green robes. Also, I think it may necessitate new Elven, (Satyr), Lizardmen, and Dwarven Druid graphics of similar quality. (I also would like Kuriotates to have a Dryad UU for the Druid, which would look like a prettier, female Treant.)
I think this rejected proposal for the Vampire model could work much better as a vampiric Phalanx. The Calabim don't have unique art for that unit yet.
Wow, nice one esvath, I've always wanted some druid skins to use for teh neutral civs - I think summer works for Amurites, winter for Sidar and spring for Hippus, with the regular skin for everyone else. Any chance of a special autumn (fall) druid for the Lanun?