Leaders & Legends add-on

Maybe your actually right about the musketman :blush:. Definatly amphibious and maybe something else also. Most of the Netherlands is flat ;) but I agree with you that a hill promotion is not appropriate. I think it is better than another ship (although the Fluyt would be cool too :))

I'm from the province of Limburg and according to most Dutch people, those small bumps in the earth that we have there are hills. But if you've been to the Alps, then you know better. It actually shows how flat the Netherlands actually are that we call those small bumps hills. ;)

By the way, I think the present East Indiaman is representing the Fluyt. Even the ingame shape fits the shape of the Fluyt. The Fluyt wasn't actually a ship designed for war, it was a commercial ship with guns added to it and they were used for the trip to the East.
 
I'm from the province of Limburg and according to most Dutch people, those small bumps in the earth that we have there are hills. But if you've been to the Alps, then you know better. It actually shows how flat the Netherlands actually are that we call those small bumps hills. ;)

The reminds me of when I was on a road trip through Vermont with some people from Jamaica. They were pointing out the window saying "Look at the Mountains". For about a minute I was looking in all directions, and then I said "I can't see any mountains". Then I realized they were talking about the hills... To me a mountain is something that rises thousands of feet into the air, and is usually capped with snow ( outside the tropics). But to many people a regular old hill is a mountain...
 
Hahaha yes that is true, I'm from Limburg myself also although most Dutch people (especially from the North) always have trouble on a bike or something in Limburg, so fun to see :).
You're right about the Fluyt, it is indeed already there.

@Gresharas: I already added all the traits for the new leaders so that is done. I wanted to use only a new combination for the new leaders so they have at least one of the new traits and than another one (e.g. Strategic/Organizational for Philip II I believe). For the traits, I think most should first be tested. The traits come from Tsentom who made them for his mod. I already tried to balance some stuff but a lot will have to be figured out during testing. I'll probably first release it without the new civs in and do that in the second release. The seafaring trait is going to have some non-sea benefit (something with traderouts) to make the leader worthwile on maps without water or a landlocked start.

@achilleszero: the Bismarck in my signature has a non-swastika version. I only don't know how good it is compared to the one that we have now (from Wolfshanze and some other I believe).
 
The reminds me of when I was on a road trip through Vermont with some people from Jamaica. They were pointing out the window saying "Look at the Mountains". For about a minute I was looking in all directions, and then I said "I can't see any mountains". Then I realized they were talking about the hills... To me a mountain is something that rises thousands of feet into the air, and is usually capped with snow ( outside the tropics). But to many people a regular old hill is a mountain...

Thats pretty much what happened to me when I lived in NH for 2 years. There are no hills of anysort were Im from, infact the highest point for a hundred miles around is a land fill!

@achilleszero: the Bismarck in my signature has a non-swastika version. I only don't know how good it is compared to the one that we have now (from Wolfshanze and some other I believe).

I dont see those anywhere in the DB. SInce the bismark with swastika is being used as a legend, I just want a non default battleship for germany.
 
At least for LoR itself, don't use the same model, just minus the Swastika. It's too close. There are some pocket battleship models you could probably use instead.
 
At least for LoR itself, don't use the same model, just minus the Swastika. It's too close. There are some pocket battleship models you could probably use instead.

Alright. I think I just fixed a german pocket battleship for berenthor, so Ill use that one. Did the germans not have any full Battleships in WW2 besides the bismark and her sister?
 
I myself used the pocket battleship as a german heavy cruiser to get some variety in that class also (there was only an english and standard/american one). I would have to check if they had other battleships I don't know. I checked the link in my signature, it still works. It has a zip file and also a link to the database at that first post. It contains a folder called NoMarkings in which is a dds file. You just copy that over the original Bismarck and it gives you the no-markings version.
Link is: http://forums.civfanatics.com/showthread.php?t=281426
 
I'll look through the xml when I have the time to see if there are more things with only 1 or 2 models. I think all ironclad ships (cruisers, battleships, etc) have only one model but there are really no other models.

I will also post a picture of my Bismarck without the swastika so you can judge it to see if you like it and is sufficiently different.
 
I have a small suggestion: For the Byzantines, perhaps replacing the possibility of Basil with The Capo's Heraclius? In my own opinion, the Basil LH isn't really that good looking, where as Heraclius looks good. Just my two cents.

Edit: And maybe also replacing the default Alexander with Capo's Alexander?
 
Edit: And maybe also replacing the default Alexander with Capo's Alexander?

The new Alexander is already in LoR Lite and will be in the next full LoR release. It got leaft out of 0.94 because an older art folder was used. I had the new Alex in the XML about 30minutes afte theCapo UL'ed it;).

Benenthor: For the love of god I think Im finished with the man o wars. Had to do some crazy stuff with it to actually make it do what I wanted. Didnt like the way the shader made it look (way to dark and dull). But for some reason MechNonShader (oddly enough also a shader despite its name), didnt work. So I had to wind up deleting the cannons on one copy, the deleting everything but the cannons on another copy. So now the cannons work, it looks bright and colorful, and has damage textures. May I never see another ship again!:p

View attachment ManOWar's.zip

So each has its own button. The default models have plain sails. If you like them to have the fancy sails by JustATourist, there is a folder named FancySails. There is a texture for each model, just drop it in the folder and you will have them. Also the normal Man O War is in the same folder path that all UU's will have now. You dont have to follow it, but it would be good for consistancy.

Civ4ScreenShot0111.JPGCiv4ScreenShot0113.JPG

Wiz4War: there are the finished products. Everything is about as close as I could get it according to your descriptions. Except the pennant is in the wrong place and the blue on the bottom of the pennant doesnt show up very well. What'ya think?

EDIT: Oh yeah,there is a small union jack on the bowsprit, you just cant see it from this side cuz of the sails.
 
@Lean: I have Heraclius (under a different name: Themistocles) as a leader for Greece because I want to move Alexander and Philip II to the new Macedonia civ (not done yet).

@Achilleszero: Thanks a bunch, they really look good. I'm going to add them to the mod. I haven't had so much time yet to finish it, I have been promissing it for way to long so I hope to actually release it soon. If you have the time, could you maybe still look at the leaderheads and units I uploaded? :blush:
 
Leaderheads and units are done. They were easy compared to that stupid ship;).
View attachment 222733
View attachment 222734
The F-15's, tornado, and MiG 21&29 are under 2000 poly. Had to delete the exploding mesh of the F-15. There was something wrong with the skin (part of it is jutting out of the wing) It didnt display in 3dMax so I couldnt fix it. But practically none of the custom jet models out there, besides this one, have the actuall exploding part like the vanilla jet, so no big loss.

The Rafale is a problem its still at 5000 poly. Its one of theConquests models. Almost all his models are insanely detailed. This one would require a lot of open heart surgery to fix if I could fix it at all.

The MiG-1.44 is still at 2500 (allso by theConquest). Not too bad, but this one can definitely be fixed. I was actually going to add it months ago when I gathered all the strike fighter models, but just never got around to fixing it. Even though its just a prototype 5th gen fighter, its just too cool looking to leave out. Ill have it fixed and under 2000 poly in a day or so, but it should be fine to be used for now.
 
Sorry for the long absence, I have a version running now that is done (with almost everything in it) but it is I think version 0.9.4b (I have to check it). I wanted to download the latest version to make sure, but it is not there anymore. Can I still find it somewhere so I can release it?

The latest version is 0.96b. Its down because of bug in the Viking artdefines and crazy disappearing cottages. It can still be found on Moddb.com. Just do a search for LoR there and you should find it.

To fix the vikings, place these 4 entries for viking units in the ArtDefines:
Spoiler :
Code:
                 <UnitArtInfo>
			<Type>ART_DEF_UNIT_TANK_SWEDISH_STRV_M41</Type>
			<Button>Art/Interface/Buttons/Units/StrvM41.dds</Button>
			<fScale>0.5</fScale>
			<fInterfaceScale>0.9</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Viking/Tank_StrvM41/P38t.nif</NIF>
			<KFM>Art/Units/Viking/Tank_StrvM41/P38t.kfm</KFM>
			<SHADERNIF>Art/Units/Viking/Tank_StrvM41/P38t.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/PanzerShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>1.0</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<TrailDefinition>
				<Texture>Art/Shared/tanktread.dds</Texture>
				<fWidth>0.7</fWidth>
				<fLength>180.0</fLength>
				<fTaper>0.0</fTaper>
				<fFadeStartTime>0.2</fFadeStartTime>
				<fFadeFalloff>0.35</fFadeFalloff>
			</TrailDefinition>
			<fBattleDistance>0.5</fBattleDistance>
			<fRangedDeathTime>0.12</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
				<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
			<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
		</UnitArtInfo>
                  <UnitArtInfo>
			<Type>ART_DEF_UNIT_FIGHTER_J22</Type>
			<Button>Art/Interface/Buttons/Units/J22.dds</Button>
			<fScale>0.54</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Viking/Fighter_J22/J22.nif</NIF>
			<KFM>Art/Units/Fighter/Fighter.kfm</KFM>
			<SHADERNIF>Art/Units/Viking/Fighter_J22/J22.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/FighterShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>0.75</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bSmoothMove>1</bSmoothMove>
			<fBankRate>0.35</fBankRate>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
			<PatrolSound>AS3D_UN_FIGHTER_PATROL</PatrolSound>
			<SelectionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</SelectionSound>
			<ActionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</ActionSound>
		</UnitArtInfo>
                  <UnitArtInfo>
			<Type>ART_DEF_UNIT_LIGHT_BOMBER_SAABB17</Type>
			<Button>Art/Interface/Buttons/Units/SaabB17.dds</Button>
			<fScale>0.545</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Viking/LBomber_SaabB17/japkate.nif</NIF>
			<KFM>Art/Units/lbomber/TBF_Avenger.kfm</KFM>
			<SHADERNIF>Art/Units/Viking/LBomber_SaabB17/japkate.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/FighterShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>0.75</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bSmoothMove>1</bSmoothMove>
			<fBankRate>0.35</fBankRate>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
			<PatrolSound>AS3D_UN_FIGHTER_PATROL</PatrolSound>
			<SelectionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</SelectionSound>
			<ActionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</ActionSound>
		</UnitArtInfo>
		  <UnitArtInfo>
			<Type>ART_DEF_UNIT_BOMBER_SAAB18</Type>
			<Button>Art/Interface/Buttons/Units/Saab18.dds</Button>
			<fScale>0.62</fScale>
			<fInterfaceScale>1.0</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Viking/Bomber_Saab18/Saab18.nif</NIF>
			<KFM>Art/Units/Bomber/Bomber.kfm</KFM>
			<SHADERNIF>Art/Units/Viking/Bomber_Saab18/Saab18.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/BomberShadow.nif</ShadowNIF>
				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
				<fShadowScale>0.75</fShadowScale>
			</ShadowDef>
			<iDamageStates>4</iDamageStates>
			<fBattleDistance>0.35</fBattleDistance>
			<fRangedDeathTime>0.31</fRangedDeathTime>
			<bSmoothMove>1</bSmoothMove>
			<fBankRate>0.35</fBankRate>
			<bActAsRanged>0</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>
			<PatrolSound>AS3D_UN_FIGHTER_PATROL</PatrolSound>
			<SelectionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</SelectionSound>
			<ActionSound>AS3D_UN_FIGHTER_COMMAND_PATROL</ActionSound>
		</UnitArtInfo>
To fix the invisible cottages you will have to choose the BlueMarble option on install until I make a new PlotLSystem. Without BM your cottages will turn invisible when you hit classical age.

If you are running LoR light 0.96b, the pathfinder appears as red spheres. So follow instructions found here: Pathfinder fix
 
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