ls612's C2C Units

Sorry, but I'm not quite clear about what is wrong with switching them between modules. At any rate, could you please do it, as I will be away from my modding computer until tomorrow? Thanks.

I think it is the art define stuff. I am not sure if it matters for instance ...

<Button>art/interface/sacredband.dds</Button>

I am guessing it will work no matter which folder. Better just let SO look at it since I am not as familiar with unit art paths.
 
I think it is the art define stuff. I am not sure if it matters for instance ...

<Button>art/interface/sacredband.dds</Button>

I am guessing it will work no matter which folder. Better just let SO look at it since I am not as familiar with unit art paths.

Buttons should be in art/interface/buttons/units. that way it makes it easier to move into the FPKs when we move the stuff into the core.
 
@ls612

attachment.php


I am proud of this one. I took the Mercedes and re-textured it so it looks like a police car. Note this is my first Civ4 edited unit. Before this I re-textured corn to look like bamboo and wheat to look like coral. Please be kind to me. It took me a bunch of time to get it even to look like it is. So much trial and error.

Police Car
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Wheeled
Strength: 40
Movement: 2
Cost: 350
Req Tech: Motorized Transportation AND Radio
Req Resource: Automobiles AND (Oil Products or Biofuel)
Req Building: Police Station
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Cannot Capture Cities or Units
  • Helps Thwart Rival Spies
  • 1 First Chance Strike
  • 50% City Defense
  • Starts with Riot Control 1
  • Cost 1 :gold: Per Turn

Notes: Use Police Squad as a base.
 
Good one Hydro!

one question aside - "Helps Thwart Rival Spies"
where i can find formula on how it is calculated ?
 
Good one Hydro!

one question aside - "Helps Thwart Rival Spies"
where i can find formula on how it is calculated ?

There is no single formula. Taking account of counter-spies is embedded in the DLL code in several places. Below is one example (when it is assessing the probability of success on sabotage):
Code:
int CvUnit::sabotageProb(const CvPlot* pPlot, ProbabilityTypes eProbStyle) const
{
	CvPlot* pLoopPlot;
	int iDefenseCount;
	int iCounterSpyCount;
	int iProb;
	int iI;

	iProb = 0; // XXX

	if (pPlot->isOwned())
	{
		iDefenseCount = pPlot->plotCount(PUF_canDefend, -1, -1, NO_PLAYER, pPlot->getTeam());
		iCounterSpyCount = pPlot->plotCount(PUF_isCounterSpy, -1, -1, NO_PLAYER, pPlot->getTeam());

		for (iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
		{
			pLoopPlot = plotDirection(pPlot->getX_INLINE(), pPlot->getY_INLINE(), ((DirectionTypes)iI));

			if (pLoopPlot != NULL)
			{
				iCounterSpyCount += pLoopPlot->plotCount(PUF_isCounterSpy, -1, -1, NO_PLAYER, pPlot->getTeam());
			}
		}
	}
	else
	{
		iDefenseCount = 0;
		iCounterSpyCount = 0;
	}

	if (eProbStyle == PROBABILITY_HIGH)
	{
		iCounterSpyCount = 0;
	}

	iProb += (40 / (iDefenseCount + 1)); // XXX

	if (eProbStyle != PROBABILITY_LOW)
	{
		iProb += (50 / (iCounterSpyCount + 1)); // XXX
	}

	return iProb;
}

The calls to
Code:
pPlot->plotCount(PUF_isCounterSpy...
return the number of units with that modifier currently present in the plot.
 
@ls612

attachment.php


I am proud of this one. I took the Mercedes and re-textured it so it looks like a police car. Note this is my first Civ4 edited unit. Before this I re-textured corn to look like bamboo and wheat to look like coral. Please be kind to me. It took me a bunch of time to get it even to look like it is. So much trial and error.

Police Car
Graphic: (See Attachment)
Icon: (See Attachment)
Type: Wheeled
Strength: 40
Movement: 2
Cost: 350
Req Tech: Motorized Transportation AND Radio
Req Resource: Automobiles AND (Oil Products or Biofuel)
Req Building: Police Station
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Cannot Capture Cities or Units
  • Helps Thwart Rival Spies
  • 1 First Chance Strike
  • 50% City Defense
  • Starts with Riot Control 1
  • Cost 1 :gold: Per Turn

Notes: Use Police Squad as a base.

Well, I made it and the art seems messed up, it crashes on load. What animation should I attach to it? It looks like a very nice model/texture though.
 
@ls612

In the civpedia the Tewhatewha looks just like a normal axeman. It should look like a Polynesian axeman. Please fix that.

Here is another set of units to keep you busy too.

-----

Huskarl [National Unit (15 Allowed)]
Graphic: Here (The Goth one)
Icon: -
Type: Melee
Strength: 8
Movement: 1
Cost: 60
Req Tech: Iron Working
Req Resource: Goth AND (Iron or Copper)
Upgrades To: Swordsman

Special Abilities
  • +10% City Attack
  • +50% vs Archery Units
  • Starts with Cover I

Note: Use Light Swordsman as a Base.

-----

Hussar [National Unit (15 Allowed)]
Graphic: Here
Icon: -
Type: Mounted
Strength: 27
Movement: 2
Cost: 270
Req Tech: Steam Power AND Rifling AND Stirrups AND Calvary Tactics
Req Resource: Hungarian
Req Building: Horse Trainer
Upgrades To: Gunship

Special Abilities
  • Immune to First Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (30% Chance)
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +50% vs Spearmen
  • +50% vs Pikemen
  • +50% vs Heavy Pikemen
  • +50% Attack vs Heavy Cannon
  • +50% vs Animal Units
  • +50% vs Animal Units
  • Flank Against Catapult, Trebuchet, Bombard, Heavy Cannon
  • +50% vs Animal Units
  • Starts with Commando and March

Note: Use Calvary as a Base.

-----

I will post the icon/buttons soon.

EDIT: Here are the icon/buttons
 
@ls612

In the civpedia the Tewhatewha looks just like a normal axeman. It should look like a Polynesian axeman. Please fix that.

<snip>

I just committed a fix for that, they look similar, but are different. Toggle directly between the two and you'll see the difference.:)

Edit: I can't seem to get the policecar art to work, could you take a look at my work to see if the problem is on my end or yours? I have no idea how to model/texture units, so I can't figure that out myself.
 
Edit: I can't seem to get the policecar art to work, could you take a look at my work to see if the problem is on my end or yours? I have no idea how to model/texture units, so I can't figure that out myself.

Try doing what we do for the un-animated subdued animals ...

Code:
		<UnitArtInfo>
			<Type>ART_DEF_UNIT_BUFFALO</Type>
			<Button>Art/Interface/Buttons/Units/Buffalo.dds</Button>			
			<fScale>25.0</fScale>
			<fInterfaceScale>1</fInterfaceScale>
			<bActAsLand>0</bActAsLand>
			<bActAsAir>0</bActAsAir>
			<NIF>Art/Units/Buffalo/Buffalo.nif</NIF>
			<KFM>Art/Units/Panther/Panther.kfm</KFM>
			<SHADERNIF>Art/Units/Buffalo/Buffalo.nif</SHADERNIF>
			<ShadowDef>
				<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
				<ShadowAttachNode>LionBip Spine1</ShadowAttachNode>
				<fShadowScale>0</fShadowScale>
			</ShadowDef>
			<fBattleDistance>1.1</fBattleDistance>
			<fRangedDeathTime>0.35</fRangedDeathTime>
			<bActAsRanged>1</bActAsRanged>
			<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
			<AudioRunSounds>
				<AudioRunTypeLoop/>
				<AudioRunTypeEnd/>
			</AudioRunSounds>			
			<SelectionSound>AS3D_SEA_SERPENT</SelectionSound>
			<ActionSound>AS3D_SEA_SERPENT</ActionSound>
		</UnitArtInfo>

Except fill in policecar instead of Buffalo. Also use these sounds ...

Code:
			<AudioRunSounds>
				<AudioRunTypeLoop>NONE</AudioRunTypeLoop>
				<AudioRunTypeEnd>NONE</AudioRunTypeEnd>
			</AudioRunSounds>
			<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
			<ActionSound>AS3D_UN_TANK_FORT</ActionSound>

They are from the Jeep.

I honestly don't know enough about unit animation to know whats wrong, I just know how to change the texture of a unit.
 
Well, I figured out what was wrong, the game does not appreciate it if I name the artdefine ART_DEF_UNIT_MECHANIZED_INFANTRY:hammer2:. I fixed that and it worked like a charm. Good job.:goodjob:
 
I am redoing the Tarkan so here is the new info.

Tarkan [National Unit (15 Allowed)]
Graphic: (See Attatchment)
Icon: (See above post)
Type: Mounted
Strength: 8
Movement: 3
Cost: 65
Req Tech: Mounted Archery
Req Resource: Hun AND Horses
Req Building: Horse Trainer
Upgrades To: Cuirassier

Special Abilities
  • 1-2 First Strikes
  • Immune to First Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (20% Chance)
  • +50% City Attack
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +50% vs Catapult
  • +50% vs Trebuchet
  • Flank Attack Against Catapult and Trebuchet
  • Can Perform Ranged Attacks
  • Accuracy 60
  • Starts with Commando and Looter

Note: Use Horse Archer as a base.

-----

Sorry for the confusion but SO sent me a better model which was a horse archer.
 
@ls612

Here is a new experimental unit. Just have it work under the Modules/Units folder.

Lunar Rover
Graphic: Song of the Moon 2 (Use Lunar Surveyor)
Icon: (See Attachment)
Type: Wheeled
Strength: 50
Movement: 3
Cost: 550
Req Tech: Lunar Exploration
Req Resource: Automobiles AND (Oil Products or Biofuel)
Req Building: Aerospacial National Agency
Upgrades To: -

Special Abilities
  • Can Only Defend
  • Doesn't Receive Defense Bonuses
  • Can Withdraw from Combat (20% Chance)
  • Cost 10 :gold: Per Turn

Thanks in Advance!

Don't forget to do the Lunar Rover! ;)
 
@ls612
Some more for you.

-----

Winged Calvary [National Unit (15 Allowed)]
Graphic: Use Winged Calvary from WoL
Icon: Use Winged Calvary from WoL
Type: Mounted
Strength: 11
Movement: 2
Cost: 90
Req Tech: Armored Calvary
Req Resource: Polish AND Iron
Req Building: Horse Trainer
Upgrades To: Cuirassier

Special Abilities
  • Immune to First Strikes
  • Doesn't Receive Defensive Bonuses
  • +50% Melee Attack
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +50% vs Catapult
  • +50% vs Trebuchet
  • Flank Attack Against Catapult and Trebuchet
  • Starts with Commando

Note: Use Knight as a base.

-----

Llanero [National Unit (15 Allowed)]
Graphic: Use Llanero from WoL
Icon: Use Llanero from WoL
Type: Mounted
Strength: 27
Movement: 2
Cost: 270
Req Tech: Armored Calvary
Req Resource: Venezuelan AND Horse
Req Building: Horse Trainer
Upgrades To: Gunship

Special Abilities
  • Immune to First Strikes
  • Doesn't Receive Defensive Bonuses
  • Can Withdraw from Combat (30% Chance)
  • +25% Grassland Attack
  • +25% Plains Attack
  • +25% Desert Attack
  • -25% Jungle Attack
  • -25% Forest Attack
  • -25% Swamp Attack
  • +50% vs Spearmen
  • +50% vs Pikemen
  • +50% vs Heavy Cannon
  • +50% vs Animal Units
  • Flank Attack Against Catapult, Trebuchet, Bombard, Heavy Cannon
  • Starts with Commando, Guerrilla I, Woodsman I

Note: Use Calvary as a base.

-----

Good luck! :goodjob:
 
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