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Hebrew Unit Pack

Discussion in 'Civ5 - Unit Graphics' started by Civitar, Dec 10, 2014.

  1. Civitar

    Civitar Adventurer

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    A collection of Hebrew and Israeli models!

    Pack contains:
    • Hebrew Warrior
      Spoiler :

      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 :

      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 :

      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 :

      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 :

      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.
     
  2. Civitar

    Civitar Adventurer

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    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.
     
  3. AW Arcaeca

    AW Arcaeca Deus Vult

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    :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?
     
  4. Wolfdog

    Wolfdog Unit Butcher

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    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.
     
  5. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

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    Thank-you ever so much!! They're going straight into Anno Domini!!
     
  6. Civitar

    Civitar Adventurer

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    Wow, yes please! Zip and attach and I'll add them to the mod and the OP with full credit to you and Bakuel.
     
  7. Wolfdog

    Wolfdog Unit Butcher

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  8. Civitar

    Civitar Adventurer

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    New unit from Wolfdog!
    Hebrew Horseman
    Spoiler :

    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.
     
  9. Civitar

    Civitar Adventurer

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    Wolfdog, if you'll give me your Steam ID I can add you as a contributor to the mod on the Steam Workshop...
     
  10. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

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    I'd not noticed the horseman until now; it's great!
     
  11. Civitar

    Civitar Adventurer

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  12. Natan35

    Natan35 Mayor of St. Natansburg

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    That's some interesting stuff, actually...
    Any chance for Hebrew worker?
     
  13. Civitar

    Civitar Adventurer

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    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.
     
  14. Rob (R8XFT)

    Rob (R8XFT) Ancient Briton Super Moderator

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    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.
     

    Attached Files:

  15. Civitar

    Civitar Adventurer

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    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.
     
  16. Civitar

    Civitar Adventurer

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    Two new units!

    • Hebrew Archer
      Spoiler :

      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 :

      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');
     
  17. ldvhl

    ldvhl ніщо

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    I might have use for one of these units...
     
  18. DoctorMcGann

    DoctorMcGann Emperor

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    Wow, Leugi should add all these to David! It won't even need R.E.D...
     
  19. Civitar

    Civitar Adventurer

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    Well, I'm planning to make a mod once this is finished that lets David's Israel and Ethnic Units play reeeal nice together.:D
     

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