Kathys graphic modcomps

Playground
A playground, based on Sevo's public school (who did the swing) and Chamaedrys wooden tower.
civ4screenshot0993-jpg.669855

Download here
 
What a cute booth:worship:
Offtop. As far as I noticed, you are interested in German weapons. I found here drawings of two unusual German guns of the 18th century - the Saxon rapid-firing Obenaus system and the Prussian super cannon. At the same time, in the case of a rapid-firing cannon, we are talking only about non-standard animation, and a Prussian cannon is almost standard-looking, simple...it was so big that the gunners were greatly lost against its background (the barrel was more than 6 m long and the corresponding height of the carriage).
But Saxon guns are quite rare, and the Prussian one is just a "unique unit" Does it make sense to post drawings with explanations for a Civilopedia?
 
In general, I am interested in all kind of special weapons (eg. LARC and AMTRAC are not german).
So it dies sense to post drawing and explanation. I will see, if I can use it. Super Cannon sounds good, maybe I use it for my prussian civilization.
 
Towed AA
civ4screenshot3162-jpg.674146

I did so many Artillery Units towed by trucks, horses and tractors, so why not do a Antiair gun, too? Here I did.
Uses the light AA from Road to war (with amended wheels) and the Japanese truck from Realism Invictus.
civ4screenshot3166-jpg.674147

Download here
 
I did this elephant Musketeer long time ago based on embryodead's cannon elephant. It has no special animations, I think I just replaced the firing animations (I hope I did). I also did this with the chinese war elephant from coffee junkie's diversified elephant pack.

civ4screenshot4772-jpg.677075


Now I upload it due to a request.

Download here
 
I did this elephant Musketeer long time ago based on embryodead's cannon elephant. It has no special animations, I think I just replaced the firing animations (I hope I did). I also did this with the chinese war elephant from coffee junkie's diversified elephant pack.

civ4screenshot4772-jpg.677075


Now I upload it due to a request.

Download here
Great Kathy, I'll try to retrofit with it
 
2 Camel Units
A fixed version of Jarmrik Zamburak (Credits to him for this unit, I just fixed a bug that made the game crash when fighting) and, based on this, a flaming Camel: A suicide unit, loaded with burning materials, which burns (or explodes) during attack. Is is based on the same Unit from Age of Empires 2 - the Age of Kings.
civ4screenshot2714-jpg.692474
civ4screenshot2716-jpg.692475
civ4screenshot2717-jpg.692476
civ4screenshot2719-jpg.692477
civ4screenshot2720-jpg.692478


Both have their own animations. The flaming Camel has to be tagged "actAsRange" = 0.

Download here
 
Hey, I finally got around to trying your Zamburak unit. I looks and (mostly) works great, thanks for creating it! However I am running into a partial issue with it. Attacking a musketman works fine (and I love the animation), but when I use it to attack a knight unit the game crashes. Perhaps it is related to the fact that the knight is not a range unit? Considering that everything else works I assume the issue is with the animations themselves. Do you have an idea?

In case it matters, here is my unit art definition:
Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_IRANIAN_ZAMBURAK</Type>
            <Button>Art/Units/Zamburak/Zamburak.dds</Button>
            <fScale>0.39</fScale>
            <fInterfaceScale>0.8</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/Zamburak/ArabiaCamelArcher.nif</NIF>
            <KFM>Art/Units/Zamburak/ArabiaCamelArcher.kfm</KFM>
            <SHADERNIF>Art/Units/Zamburak/ArabiaCamelArcher.nif</SHADERNIF>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1.0</fShadowScale>
            </ShadowDef>
            <fBattleDistance>0.35</fBattleDistance>
            <fRangedDeathTime>0.31</fRangedDeathTime>
            <bActAsRanged>1</bActAsRanged>
            <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
            <AudioRunSounds/>
        </UnitArtInfo>
 
Thank you for reporting this. Indeed, I did not do a test for melee attacks, but I had an idea about this, because of a similar crash with the ranged attack.
I have uploaded an updated version, it is not tested ingame yet, but I am confidential this will fix the issue.

By the way, the unit itself was made by Jarmrik, not by me. I only posted it here after fixing the ranged combat bug (and made the flaming camel based on the same unit).
 
Great, will give it another try.

Thanks to @Jarmrik for making the unit too of course!
 
Unfortunately it still crashes. I used the updated NIF, that's the only difference according to git.
 
Truly to say, I have no idea now. I checked everything which was similar to the previous problem, but did not see what is wrong. I did a change now, tested it ingame, but it crashed with me, too.
One question: Did you ever test the flaming camel? Did it work in melee combat? Maybe this helps to understand what is different.
 
I hadn't, but I tried it now. The flaming camels work fine against melee and ranged enemies.

However, I had to set the art defines to bActAsRanged=0 to make it work. That then made me want to find out what happens with the flaming camel when bActAsRanged=1. When fighting a ranged unit, it gets the same gunsmoke effect that the zamburak uses. When fighting a melee unit, it uses its explosion flames animation. This made me wonder whether the zamburak does not have an equivalent melee animation defined that it would use when e.g. a knight closes into close combat?
 
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