Heavy Ironclad Battleship

Hmm, that might be it. I use ultimate Zip myself..
 
Hi.

Yes, I used WinZip 11 with the highest compresion to get the file under 300kb.


Unfortunately at present it seems, that files zipped with WinZip 11 can only be unzipped with that programm.

And of course:Thank you Thomas SG for your assist with this unit. :)
 
Here is a new zip-version packed by 7zip.

Thanks... that did the trick. Most people now have broadband anyways, so I doubt anyone is going to complain about a file at 294kb vs a file at 310kb.

Just use a compression program everyone else can use with various decompressors and I think everyone will be happy!

Thanks again!


P.S.
Is the HMS Warrior update pending?
 
Thanks Thomas. :) I will update it now.
 
The problem was the upload-limit of the forum! You may just upload zip-files with a maximum of 300kb. And I didn't want to splitt the files. ;)

But it seems to be okay now. Right?


I will also animate the HMS Warrior for you, but it will only be a modification of the ironcladbattleship. That will save me a lot of time, but the nif of the "new" HMS Warrior will be called ironcladbattleship.nif, too! That doesn't look nice but it should be no problem in the end.

It will need two days or less. Bye.

And I will also tell you later what I did.
 
The problem was the upload-limit of the forum! You may just upload zip-files with a maximum of 300kb. And I didn't want to splitt the files. ;)

But it seems to be okay now. Right?
Ah... I see... but yes, I got the download and extracted it just fine... thanks!

I will also animate the HMS Warrior for you, but it will only be a modification of the ironcladbattleship. That will save me a lot of time, but the nif of the "new" HMS Warrior will be called ironcladbattleship.nif, too! That doesn't look nice but it should be no problem in the end.

It will need two days or less. Bye.
That's fantastic... I care-not what the name of the file is, as long as it all works in the end! I'll name it what I please in-game, the ArtDefine name doesn't matter to me.

Look forward to an update to the HMS Warrior!
 
Yes, thank you for doing that and the promise of an explanation!
I look forward to it very much!
 
Dear GeneralMatt,

can you help me? I'm looking for someone to create a missile launcher. I need a unit that can carry tactical weapons over land.

Could you modify the mobile-sam for me? I've got a .3ds modell of a scud-missile launcher. It's very similar to the unit I'm looking for. Maybe this is a good start.

Can you make a working civ4 unit from a .3ds model? Is it much work?

Can you help me? Please. I don't know how to do it. Please. :cry:

Regards
Thomas
 
And as I promised here is the invention of the wheel. :lol:

I started with two simple tests.

1. test:

Is the ship perhaps working with another .kfm? Yes, it recoils when using ironclad.kfm!

2. test:
Is it possible to make the unit working by using the original frigate and "the skin" of the new ship? Yes and no. There will be smoke from the cannons, but the cannons itself can't be imported to the frigate.nif. The ship doesn't recoil anymore! I don't know why. This was the first result I gave you.

Question:

Why is there no smoke when using ironclad.kfm?

Answer:
GeneralMatt forgot all effects! Open the old and the new ironcladbattleship.nif or HMS Warrior.nif. with Gamebryo Scene Viewer. You will see the difference. Now there are EFFECTS like CANNON_1, HIT_1,...

These effects are taken from the ironclad.nif! The rest is rescaling and replacing.

Oh, the animations of the ironclad are not perfekt. For example the ironclad has only one firing cannon although there are three effects in the nif. But you can use other strikea for example from the frigate. Just rename and replace the files.

So, now you know why the wheel is rolling. :crazyeye:
 
Ah, thank you very much, must have messed something up.. now that I think of it maybe I did use the Ironclad model, hmm.

Anyways, thank's a million!
 
No. The problem was a wrong .kfm and missing animations in the .nif!

The problem you are talking about was a problem with the first zip I gave you. The first was compress with winzip11 because my older winzip created a zip-file with more than 300kb. But you can't upload zips with more than 300kb. :( I didn't wanted to splitt, so I used winzip11. But you can unpack such zips only with winzip11. But only a few people seem to use it. So the new files were made with the free 7-zip.
 
HELP!PLEASE HELP!

i dont know if this is a problem created by the unit,but when i m importing it into a mod,and try to use it,the health bar of the unit(the green one)appearing very large,starting from one side of the monitor,and ending almost in the other!i dont know what to do!what have i done wrong?is there any way to fix this throught the xml or the art defines xml?:( :confused:
 
I think you don't need help! :lol: I think that everything is okay. ;)

Try this! Start a game and open worldbuilder. Add the unit. Now there will be a very large green health bar! Right? Okay, now add other very strong units - for example a modern tank and a battleship? Did the bar became much smaller? Okay? :eek:

If not please take a screenshot and post again. We will try to help of course. :king:
 
well,

you might be right.to be honest,when i m adding a new unit into the mod,i m starting it from the beggining,to see that this unit is working properly.for example:
when i have added the ironclad battleship,i gave it no tech requirements,resourses,and only 4 hammers to complete to be available just as a settler.then,i have started a new game,which this unit could be available from the beggining,to see them how they move,if there is something wrong,etc.the result was that they move just fine,but the health bar appears 3 times larger than the ship's size.i hope to be this you claim,that is too stronghowever,i think that another way to test it,it to give it strenght only 3 like a caravel.i ll test it tonight,with both ways.thanks for the good will to help me.:)
i ll let you know whta has happened.
 
Yes, the health bar size is determined by it's power in relevance to other units in the game. That is why Warriors in the beginning have larger ones then they would have say in the middle ages.
 
lol,i m glad to see that you were both right and i m thankfull for this!

now,i m wondering if you can give me an advice about another thing:
i m playing currently a mod in warlords(amra's mod).this mod supports stealing tech whenever you re taking over an enemy city,something i dont want to loose.but,there is no promotion for air units,something that they fixed in BTS.however,is it possible to create a new class"air"units,in warlords and give them promotions as well?fighter,jet fighters,deserve to be there but they are not.is there any way to fix thsi in the warlods?any ideas?:(
 
There is TheLopez's Air force mod that covers air units really well for Warlords.
You should look it up..
 
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