In Development - Unit Models

Horem

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We are going to use some of Skajaquada's W40K unit models for the Digital & Information land units missing custom models.

  • Imperial Guard - 21 Units - Complete
  • Ultra Marines - 3 Units - Complete
  • Tyranids - 1 Unit - Complete
 
For a long time warhammer fan.....
:woohoo:
 
Have a play :D

Look in XML/Units/Update_UnitArtDefines.xml, can have a play with the unused art :)

Load over CCTP(Any version), or change file above to reflect Vanilla.
 
first i just got the spearman but then I put <ReloadUnitSystem>1</ReloadUnitSystem>

Its a thing of beauty :wow:

Edit: only issue i am seeing is that they are missing sound and when they attack there weapons don't "fire" anything
 
Nice :). I hope that the issues are ironed out soon.

Fires, I suggest that you create a development diary thread to give us the latest news on development. Or use your first-page reserved post in CCtP to do that yourself.
 
Edit: only issue i am seeing is that they are missing sound and when they attack there weapons don't "fire" anything

Yeah thats the file that keeps failing for no aparant reason(I cant see the error). Fixed.
Now, W40K seems to me missing Air and Sea units, so is there anyone that can point me at a Mod/Unit that has Custom Sea/Air units?
 
Added space Marines and a Insectoid looking thing. Maybe the UFO Encounter(Starship Troopers, :lol: )

Sent ya a pull request Fires.

Edit:

Forgot to change Reload Unit System in that pull request Fires.
 
New version is working great got sounds and attacking effects :) its all looking very nice. Was wondering if you had included the civ5artdefines_viseffects.xml file from the wh40k thread? Couldn't see it anywhere.

Some futuristic air and sea units would definitely be nice, but seems like the people who can only seem to be interested in making ethnic versions of existing units :(
 
Was wondering if you had included the civ5artdefines_viseffects.xml file from the wh40k thread?
No you can not include them files in G&K's anymore, breaks the database. I had too convert the entries for the models into SQL files, thier in SQL folder along with some templates.
 
I haven't been following this mod lately (I pretty much lost interest after Procylon stopped working on it, since I had been looking forward to seeing what he had planned), so I might be missing something, but does this mean the the units for the last two ages are going to be WH40K units?

I have to admit, that's kind of disappointing if that's the case. What I enjoyed about this mod was how unique it was, and that kind of goes away if it feels like I'm playing a WH40K mod. Plus, the units don't make sense in the context of this mod (especially the Dreadnaughts. Do the Dreads in this mod have dead soldiers in them as well?).

Are they just placeholders until new models are made for the units? If that's the case, then that's a relief. :)
 
I haven't been following this mod lately (I pretty much lost interest after Procylon stopped working on it, since I had been looking forward to seeing what he had planned), so I might be missing something, but does this mean the the units for the last two ages are going to be WH40K units?

I have to admit, that's kind of disappointing if that's the case. What I enjoyed about this mod was how unique it was, and that kind of goes away if it feels like I'm playing a WH40K mod. Plus, the units don't make sense in the context of this mod (especially the Dreadnaughts. Do the Dreads in this mod have dead soldiers in them as well?).

Are they just placeholders until new models are made for the units? If that's the case, then that's a relief. :)

The unit graphics in the future eras aren't going to be only wh40k, I think I can safely say this isn't a wh40k mod :lol:

We have to use whatever future looking units we can get our hands on provided by the community. And ATM finding future units is very hard, we still are missing lots of units, land, sea, rockets etc.
 
I suggest that you add a penalty for prolonged nuclear bombing - hordes of gigantic mutant creatures which can take out a modern-era city in about ten turns singlehandedly, and which are consquently more powerful than the GDR. Gene Splicing (or whatever the tech is called, but not Genetics itself) should allow the building of these creatures within cities.
 
No, I would hate that, 3335d...
I don't want CCTP to turn into some nuclear zombie survival mod. >.>
 
No, I would hate that, 3335d...
I don't want CCTP to turn into some nuclear zombie survival mod. >.>

Neither do I, but I do want to emphasize that there could be unintended consequences. Zombie survival is just derp, I agree. Perhaps there could be a "cancer" event which causes cities planetwide (including your own) to reduce in population by 1 every 20 turns or something until they reach half of their original population in the event of excessive nuclear bombing. "Nuclear winter," if you want to push it that far, would cause all tile yields to be reduced by 20%. Devastating, not zombie-like, and realistic.
 
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