ghost toast's unit workshop

ghost toast

Prince
Joined
Apr 29, 2022
Messages
477
this is meant to be a resource for units.
Please don't comment here. I want only unit postings in the forum.

Here ill be re-skinning units and touching up or changing the fx triggers of units.

i have a effects mod that can be found here. my effects mod adds new effects to civilization, some units may require it for the new effects.



i will probably post mostly sci-fi units for now that's my main focus at the moment.

I'll start by doing the Warhammer 40k units and civilization beyond earth units.


**EDIT**

i can now import new models to the game finally figured it out. so ill also now be making all new models. :)
 
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x-com reskins pack 1


the 3 green ones have the same diff but a different sref
you can see how much of a difference the sref can make.
1 uses the standard xcom sref
2 is adjusted for my texture and
3 has a black sref and is just slightly darker then 2 and with no shine at all were as the rest have a tiny bit of shine to them
Spoiler green 1 :

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Spoiler green 2 :

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Spoiler green 3 :

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the 3 black ones have the same diff but a different sref
1 uses the standard xcom sref
2 is adjusted for my texture and
3 has a black sref and is just slightly darker then 2 and with no shine at all were as the rest have a tiny bit of shine to them

Spoiler black 1 :

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Spoiler black 2 :

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Spoiler black 3 :

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Attachments

  • 20221002210431_1.jpg
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  • xcom reskins pack 1.7z
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x-com reskin pack 2


Spoiler white 1 :

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Spoiler gray 1 :

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Spoiler blue 1 :

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Spoiler blue 2 :

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Spoiler red 1 :

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Spoiler green 4 :

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Attachments

  • xcom reskins pack 2.7z
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feral ghoul pack

include feral ghouls and glowing ghouls
the glowing ghouls require my effects mod that makes the ghoul glow effect.
the effects mod can be found here


for units with constant effects civ will eventually stop playing them once you have so many. so to many glowing ghouls will result in some not glowing.
so limit the number of glowing ghoul units.
civ will play roughly 120 constant effects at once on units.
each glowing ghoul unit has 8 ghouls that each have 1 glow effect. that's 8 effects per unit that are constantly on. so you can have about 15 glowing ghoul units before new units start to not glow.
its a civ 5 limitation i have noticed, i haven't tested it much but i have noticed it on a few different things while testing.

Spoiler :
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the models used were originally zombies from a civ 4 mod. many people have used the original in things. it was converted a while ago i dont know by who
 

Attachments

  • ghouls pack 1.7z
    11.7 MB · Views: 22
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war hammer 40 orks - super mutant skin

originally found here

i touched up the animation trigger order and the fx trigger i did a lot of work on.
i made these to be the super mutants for a mod im making.
you can go grab the original texture and re-assign them to the units instead if you want your orks green.
Spoiler :

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various orks are set up to do many types of combat.
in the test mod i provide for these units you can use in game editor to view the combat of the units.
a few units have the anti-gunpowder promotion normally reserved for the impi units.
this allows the orcs to perform a ranged attack before charging into combat.
all units sorta do a mix of range and melee
a few units fore weapons before charging in, and some fire weapons occasionally during melee combat.

some units do a mix of throw grenades and firing pistols before combat or throw grenades for city attacks.
some units shoot for city attacks.

on a side note when giving these units to barbarians there is a glitch with the anti-gunpowder promotion when barbs use it so remove it for them when using these units in a actual mod


all of these units require my more effects mod
 

Attachments

  • 40k orks yellow (v 1).zip
    9 MB · Views: 24
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cloud unit requested by

UncivilizedGuy




this unit will require my more effects mod


Spoiler :


cloud lightning.jpg




i set up a test mod below for viewing the unit.
i recommend keeping the art defines, fxsxml, and ftsxml as is.
the normal xml defines should be good to change around completely.
 

Attachments

  • cloud unit (v 1).zip
    1.5 MB · Views: 20
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apocalyptic wild life pack 1

fallout 3 inspired reskins of wildlife units from the wildlife reborn mod.

yaoguai bear
vicious dogs
mole rats

Spoiler :

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Attachments

  • apocalyptic wildlife pack 1.zip
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star wars droid units pack 1

some units require my more effects mod v7.0 or higher can be found here.







this is only a test mod to showcase the units.
you can use these units for your own mods
it included new units and a few new sounds

Spoiler :

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the B1 battle droids require my more effects mod. they shoot red lasers.

the droids marked B0 are the same models as the B1 but they use standard marine muzzle effects and do not require my more effects mod.

the battle droids have 4 slightly different color variants to choose from. along with matching commander and security units.
also includes heavy battle droids and rocket launcher droids

the air craft come with the standard effects or laser effects both are included. laser effect version requires my more effects mod.

droid STAP requires my more effects mod it only has laser effects.

the vehicles use standard vehicles effects.
rocket artillery, ww1 tank, and ww2 tank effects.


these units are converted from the civ 4 star wars mod units. but i did reskinned a few.
except the hellfire droid and the STAP. droids. i had to make those ones.

there are still more droids to make.
i have driodeka but it isn't ready yet the effects are being stubborn.
i still have crab, spider, and other droids to make.

ill also get around to doing the other factions eventually
 

Attachments

  • star wars units pack 1 droids (v 1).zip
    2.5 MB · Views: 7
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apocalyptic wild life pack 2

mirelurks
pray mantis
rad roaches
bloat flies

units need sounds and fx triggers

Pray mantis and rad roaches use bear animations from the wild life reborn.
Bloat flies use animations from civ be alien flyers.
Mirelurk uses berserker animations.

The pray mantis leaves a little to be desired. I admit it's not that great but is is in the game.

Spoiler :

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Attachments

  • apocalyptic wild life pack 2.zip
    1.2 MB · Views: 4
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civ beyond earth aliens pack 1

includes

barbaliens
alien flyers
kraken
pod hunters
wolf beetle
rapter bug


i didn't do the rapter bug i had that one for a while some one else did that one.
the animations from beyond earth were not cooperating. so most units had to be rigged to new animations. so bear animations and wolf animations were used.\

for the sea monster you will want to add a z offset in the art defines to lower them into the water more. if not they sit on top if it.

you will also need to do your own fx triggers.
the units should work with out fx trigger but fx triggers will be needed to add sounds.
 

Attachments

  • BE aliens pack 1.zip
    11.9 MB · Views: 2
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apocalypse unit pack 1

these are intended to be used for project after math my apocalyptic mod.

i wasn't going to release these until the mod was completed, but i decided to release these as a teaser for mod and its progress.
you can find the discussion and progress here

the pack includes
2 bad land raider units 1 melee and 1 ranged
2 street punks style raiders 1 melee and 1 ranged
1 vault dweller unit.
also incudes workers for each art style

Spoiler :

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Just noticed I misspelled vault dwellers in. In the art def is says sweller lol sorry about that I'll fix it one day this week.
 

Attachments

  • apocalypse unit pack 1.zip
    1.2 MB · Views: 0
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