Hebrew Unit Pack

Civitar

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Joined
Mar 23, 2014
Messages
1,507
Location
Switzerland
A collection of Hebrew and Israeli models!

Pack contains:
  • Hebrew Warrior
    Spoiler :
    2014_12_10_00001_k3D.jpg

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_WARRIOR', 1, 'Warrior');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_WARRIOR', 'ART_DEF_UNIT_MEMBER_HEBREW_WARRIOR', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_WARRIOR', 0.140000000596046, 'hebrew_warrior.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_WARRIOR', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_WARRIOR', 0, 0, 'BLUNT', 'BLUNT');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_WARRIOR', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_WARRIOR', 'Unit', 'sv_warrior.dds');
  • Hebrew Slinger
    Spoiler :
    2014_12_10_00003_ADV.jpg

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_SLINGER', 1, 'Archer');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_SLINGER', 'ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 0.140000000596046, 'hebrew_slinger.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 0, 0, 'ARROW', 'BOULDER', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_SLINGER', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_SLINGER', 'Unit', 'sv_slinger.dds');
  • Hebrew Archer
    Spoiler :
    7D7D9A629A602D02BE220F36A7A8E9833EB0628E

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 1, 'Archer');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 'ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 0.140000000596046, 'hebrew_archer.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 0, 0, 'ARROW', 'ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 'Unit', 'sv_archer.dds');
  • Hebrew Horseman
    Spoiler :
    60AD03768B264E73B043C3DF155FA017F3615B41

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_HORSEMAN', 1, 'DefaultCavalry');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_HORSEMAN', 'ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 5);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 0.119999997317791, 'hebrew_horseman.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, TargetHeight, HasStationaryMelee, HasRefaceAfterCombat, ReformBeforeCombat, OnlyTurnInMovementActions, RushAttackFormation)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk', 24.0, 0.349999994039536, 0.5, 0.75, 15.0, 20.0, 12.0, 1, 1, 2, 1, 'DefaultCavalry');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 0, 0, 'METAL', 'SWORD');
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_HORSEMAN', 'Unit', 'sv_horseman.dds');
  • Hebrew Composite Bowman
    Spoiler :
    7F85C1A2B29C5123E8C2EEF892AA39BAC40F6960

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 1, 'Archer');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 'ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 0.140000000596046, 'hebrew_composite_bowman.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, ProjectileSpeed, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 0, 0, 5.30000019073486, 'ARROW', 'ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 'Unit', 'sv_compositeBowman.dds');
These units are based on the units from Bakuel's Civ4 Hebrew Ancient Age unit pack.
 
I plan to add more ancient/classical units based on Bakuel's stuff, then perhaps do some modern Israeli units.
I would really like to fill out Civ5's entire unit tree, so who knows? This pack could get awfully big.
This pack is also available on Steam and on Mediafire.
 
:clap: Very nice! I may have a place to include this. If I may so request, of those 3 units to come next, can the first be the swordsman?
 
I plan to add more ancient/classical units based on Bakuel's stuff, then perhaps do some modern Israeli units.
I would really like to fill out Civ5's entire unit tree, so who knows? This pack could get awfully big.
Next up are the Hebrew Archer, Swordsman, or Spearman.
This pack is also available on Steam.

I have already converted these for custom holy war units but have I not posted them for I cant remember why now. If you want to save some time I can post them.

I have converted the Archer, swordsman, knight, horseman, spearman and pikeman.
 
I have already converted these for custom holy war units but have I not posted them for I cant remember why now. If you want to save some time I can post them.

I have converted the Archer, swordsman, knight, horseman, spearman and pikeman.

Wow, yes please! Zip and attach and I'll add them to the mod and the OP with full credit to you and Bakuel.
 
New unit from Wolfdog!
Hebrew Horseman
Spoiler :
60AD03768B264E73B043C3DF155FA017F3615B41

Sample ArtDefines:
Code:
INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
  VALUES ('ART_DEF_UNIT_HEBREW_HORSEMAN', 1, 'DefaultCavalry');
INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
  VALUES ('ART_DEF_UNIT_HEBREW_HORSEMAN', 'ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 5);
INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
  VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 0.119999997317791, 'hebrew_horseman.fxsxml', 'CLOTH', 'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, TargetHeight, HasStationaryMelee, HasRefaceAfterCombat, ReformBeforeCombat, OnlyTurnInMovementActions, RushAttackFormation)
  VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk', 24.0, 0.349999994039536, 0.5, 0.75, 15.0, 20.0, 12.0, 1, 1, 2, 1, 'DefaultCavalry');
INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
  VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 0, 0, 'METAL', 'SWORD');
INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
  VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_HORSEMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
  VALUES ('ART_DEF_UNIT_HEBREW_HORSEMAN', 'Unit', 'sv_horseman.dds');

Wolfdog, I'd have added some of the others but I have other plans for the Swordsman and Spearman, which I think you will like quite a bit.
Your Swordsman will probably become the Hebrew Longswordsman, while your Spearman will likely become the Hebrew Pikeman.
 
That's some interesting stuff, actually...
Any chance for Hebrew worker?
 
Just dropping in to announce that today is the day of the Hebrew units!

I hope to upload at least the Archer, and maybe the Spearman or even the Swordsman today.

This is also the day I'm sorting out the units in my mod, so I'll be adding those, thank-you ;)! What would be quite superb would be a heavy slinger ;) - i.e. similar to the slinger you already have, but as an upgrade and matching the picture attached.
 

Attachments

  • IsraelHeavySlinger.jpg
    IsraelHeavySlinger.jpg
    46.4 KB · Views: 227
While I might do a Heavy Slinger in future (cause it looks pretty awesome and you've got the icon for it), I don't have time to do many outside-the-box units. For now, this pack is following the base Civ5 unit lineup, with the Slinger in place of the Composite Bowman.
 
Two new units!

  • Hebrew Archer
    Spoiler :
    7D7D9A629A602D02BE220F36A7A8E9833EB0628E

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 1, 'Archer');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 'ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 0.140000000596046, 'hebrew_archer.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 0, 0, 'ARROW', 'ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_ARCHER', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_ARCHER', 'Unit', 'sv_archer.dds');
  • Hebrew Composite Bowman
    Spoiler :
    7F85C1A2B29C5123E8C2EEF892AA39BAC40F6960

    Sample ArtDefines:
    Code:
    INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 1, 'Archer');
    INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 'ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 12);
    INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 0.140000000596046, 'hebrew_composite_bowman.fxsxml', 'CLOTH', 'FLESH');
    INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, ProjectileSpeed, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 0, 0, 5.30000019073486, 'ARROW', 'ARROW', 10.0);
    INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius)
      VALUES ('ART_DEF_UNIT_MEMBER_HEBREW_COMPOSITE_BOWMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0);
    INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
      VALUES ('ART_DEF_UNIT_HEBREW_COMPOSITE_BOWMAN', 'Unit', 'sv_compositeBowman.dds');
 
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