List of Animal Unit Graphics

Like said, FfH2. I don't think they are separatly available.
The deer rider is the Fyrdwell, UU for the Ljosjalfaalaralrlaasreja...whatever, and the buffalo rider a UU for the Doviello.

As I am coding an evolution system

That could get interesting.


Oh...under misc. units there's i think a rabbit and a rat available...and a yellow rubber duck :D.
 
Like said, FfH2. I don't think they are separatly available.
The deer rider is the Fyrdwell, UU for the Ljosjalfaalaralrlaasreja...whatever, and the buffalo rider a UU for the Doviello.

Got them, removed the rider, and their graphics and animations are working fine :goodjob: (except in their attack animations, of course :p)

That could get interesting.

The system is roughly coded already (it's for Civ4Col though, but a quite modified Civ4Col). You start with an early mammal (uses Fall Further's dire hamster graphics), and then accrue "evolution points" by surviving. Your animal units feed off the land; if they don't manage to feed, they lose some hitpoints; if they feed successfully, they get nearer reaching a breeding threshold, after which the animal unit generates another of the same species. When the evolution points go over the threshold, a popup appears and you can choose one of your's animal's evolutions. One of your animal units will become of the new species, and you lose control of the units of the previous species. And so on, until you reach a sapient species, which can then form one of that species' civilizations.

Only one alive player can be of a species at the same time, and only one alive player can be of a civilization at the same time.

This all is working, but naturally the lack of graphics for each species reduces immersion, and so I've kept the number of animal units I don't have the graphics for to a minimum, by including only the ones needed to connect the early mammals with their descendants for which we do have the graphics.

Oh...under misc. units there's i think a rabbit and a rat available...and a yellow rubber duck :D.

I got the rabbit, but unfortunately could not find the rat.
 
Ah...it was in the main section, click.

There's also a horse, and in the fantasy units i've see a pegasus and a griffon unit.
[/quite]

Thanks a bunch! :goodjob: A rat is doubly useful, because some of the early mammals looked a bit like rats:
Alphadon.jpg


EDIT: Unfortunately, the unit didn't come with any animations or instructions of which to use. And since it has only one NiNode, the common animations that could be used (like the Bear's) don't work.

@system:...okay, that will also get difficult -> good luck with it :).

It is already done :p But it needs to be polished, and I need to solve the savegame issue you saw in the other thread. Thanks for the wishes :)
 
Actually, the early primates also resembled rodents... :eek2:
 
Such a mod would be awesome but would be best to design if you had a strong grasp of how to 3d animate them out yourself... the world of 3d art is vast with many models available for download, waiting for conversion into Civ functionality. I've been thinking I might need to develop that skill myself as I work with 3d art some on the side as well but I also know how time consuming it can be and have avoided it for that reason.

Still... wouldn't it be interesting to advance into Civ from an evolutionary beginning? Go ALL the way back! Wicked ;)
 
Any others yet?
I wanted an anaconda or python for jungle areas, desert scorpion and a Komodo Dragon for island maps.

Has anyone developed animals limited to a certain area?
Such as alligators or piranha, only spawning and remaining in, a river Flood plains tile.

Talk about a way of reducing the number of riverside cottages, lol, this would do it, temporarily early on.

Here in Florida, alliagtors and burmese pythons are well known.
There is an image of the burmese python attacking an alligator here in Florida.
http://en.wikipedia.org/wiki/Burmese_python

Only having 4 animals (wolf, lion, panther, bear) to attack scouts and warriors, seems like too few.

Is there an animal mod pack to load, or a way to just add them into a folder?

I am specifically looking for normal modern real animals for the standard Cic4 bts with the latest patch. I am using the BAT/Blue Marble Mod as well.
Fantastic creatures could be a possibility for seperate mod, but, I don't want to mix them.

It looks like there are several animals in this mod, but, I was looking for them as normal barbarian types, not as an empire.
http://forums.civfanatics.com/showthread.php?t=247516
 
Why do some of them just link to the "Fall Further" section of the forum?
 
Has anyone developed animals limited to a certain area?
Such as alligators or piranha, only spawning and remaining in, a river Flood plains tile.

I use the <TerrainNatives> and <FeatureNatives> tags to determine where an animal unit spawns and the <TerrainImpassables> and <FeatureImpassables>
tags to limit where they go.

Is there an animal mod pack to load, or a way to just add them into a folder?

I am specifically looking for normal modern real animals for the standard Cic4 bts with the latest patch. I am using the BAT/Blue Marble Mod as well.
Fantastic creatures could be a possibility for seperate mod, but, I don't want to mix them.

If your mod is WoC based you can just include the WoC animal modules or those from my SubdueAnimals mod which was made for RoM. After seeing this thread I have been adding some more animals to my mod but have not uploaded the latest version yet - I have camels and giraffe's in my version but not the loaded version for example.
 
Thanks, I forgot about that one.



Sounds interesting, why is there such a limit?

If we put evolutionary factors aside, there is an upper limit to how large something like an insect or arachnid can be because of mass and gravity. A giant spider or giant mantis would have it's legs shear if it tried to stand up, if it could indeed do so at all, because of the force of gravity pushing down on it. In the reverse, an ant is able to lift very large objects compared to its small size because gravity's effect is much less on such a tiny mass.

(Yes, I know my comment is a little late but I am surprized that few of people who responded to your question seem to actually be aware of that.)
 
I use the <TerrainNatives> and <FeatureNatives> tags to determine where an animal unit spawns and the <TerrainImpassables> and <FeatureImpassables>
tags to limit where they go.

Sweet! Why didnt I think of that. I been reluctant to use other barb animals such as the polar bear coz it looked silly when encountering them in the jungle.

...scuffling off to install bunch of animals in mod.
 
I been reluctant to use other barb animals such as the polar bear coz it looked silly when encountering them in the jungle.
:think: Haven't I seen something like this somewhere before? :think:

Nah, must be watching to much TV. :D
 
:think: Haven't I seen something like this somewhere before? :think:

Nah, must be watching to much TV. :D

;)

BTW I made a resource Alligator out of the sea serpent. It does require to be put back at right x,y axis but I didnt remove the ability for the kfm, so I guess it can be used for Unit graphics as well.
http://forums.civfanatics.com/showpost.php?p=10126623&postcount=129

I changed the color a bit to more greenish and made the head lighter since the screenshot.

-------------

edit : Any clues? I told it specifically not to go there, but it was going : "nooo, I'm a biiig bear. I can go where I want!"

attachment.php
 
I think it can enter terrains as a result of combat. So if the bear attacked a unit on the plain and won it, the bear, would end up on the plain. It should leave next turn.
 
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