[UNIT] Mighty Ships Et Al

Those are badass. I'll get to work on modeling a Southeast Asian Galley unit to send to you MightyToad, we've gotta have some of those cruising around the Khmer borders.

Also the Pot de Fer will be sent to you tomorrow, almost done modeling. Gonna work on a unique looking Ainu Galley too. Have a look.
 

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Wow, those look bad ass. :scan:
I love the bow art. The firgurehead reminds me of Viking ships. Its like a cross between a Maori war canoe and a long ship I think.

Kind of look like them too. They were used mainly for river warfare, though they had larger ones with sails. The Siamese or Khmer(Or Burmese or Laos) weren't really seafaring cultures but the Cham and Malay and other Southeast asian cultures were, but ships they had looked quite different.
 
If you are out of ideas feel free to look up how I did fire spitting ships in my module. I basically swapped out the arrow animations for flame ones and had the ships go side to side and spit fire on each other in a sort of flamethrower broadside.

This being said, I honestly think you did a nice and interesting thing there with the frontal assault and should keep it. Gives us some variety when picking what KFM to rig our combat units on.
 
If you are out of ideas feel free to look up how I did fire spitting ships in my module. I basically swapped out the arrow animations for flame ones and had the ships go side to side and spit fire on each other in a sort of flamethrower broadside.

This being said, I honestly think you did a nice and interesting thing there with the frontal assault and should keep it. Gives us some variety when picking what KFM to rig our combat units on.

The original plan was to just replace the laser beam from FF with flames, but the FF laser doesn't target enemy ships since it isn't a projectile. So, next idea was to combine/ replace that with the hwacha rocket. That looked good except one problem. The visibility controller doesn't work with it. And it does crazy things when it hits things. So, I just switched from using the fire animation KFM to the nif. That is how the arrow effects work. I guess we both came to the same place, I just took a detour.

Its a shame because the KFM has additional effects like setting fires and smoke I think. You can switch "firebolt.nif" for "firebolt.kfm" in your effects xml and see what I mean.
 
Howdy noobs. :cowboy: Got some new ships:

https://forums.civfanatics.com/resources/sailing-ships-pack-v3.28384/


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Naval Cutter v2.0
I forgot to fix the jumpy sail thing on the previous Naval Cutter. I decided to give it a total make over. The two cannons in front are called "bow chasers". They would have been long guns with much greater range than the ones in the main battery. They aren't rigged, and are non functional in game. This one is my favorite.

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Naval Brig:
Unlike most of the "Sloops of War", this one was a purpose built warship from the keel up. Rather than a repurposed civilian ship that was impressed into duty. The model is based on the mighty USS Niagara. Who famously defeated the useless British on the great lakes (with ease).

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Armed Lugger:
This is a typical lugger that were common place in European waters. The lugger rig is similar to the ancient lanteen rig, but with square sails. They are called luggers because one "lugs" the sails up. Armed with cannons they could be hired out as privateers, or go into business for themselves. Most of traditional sails were red, orange-red, ocher (I'm not sure what color really). In game they look more like pink unfortunately.

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Armed Ketch:
On the other side of the Atlantic Bermuda sloops were in style. Schooners were the most popular rig initially, but the Ketch was popular as well. This one isn't based on any ship in particular, but the idea was to make it look like it was made out of Bermuda cedar with a Bermuda rig. The main difference between a schooner and a ketch is the ketch's aft mast is shorter than the front. Also, the main stay sail is as big as the main sail.

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Barque(bark):
This is the vanilla whale boat with the offending whaling paraphernalia removed. I was just going to use the sailing rig already on it. Slap some cannons on the deck and call it a day. But the rig was just trash, and luckily I already had a Brig rig ready to go. Swiped the gaff topsail rig off the schooner, and you have yourself a barque rig. This is just a cargo ship. A more modern flavor for the galleon I think.

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Civ5 Frigate:
Yep, a frigate. Definitely an improvement on the vanilla frigate. This one weighs in at 740k. Original one is a couple MBs. Since the rig is nearly identical to the vanilla I went ahead and rigged the sails and damage bones up. The sails blow out slightly too much, but it isn't obnoxious like on the Cutter.
 
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That frigate looks bloody good. Would you mind if I used some of your ships in my work for FFH-RIFE?
 
I haven't started on anything. Several ships planned. Maori Waka at some point. There are several good Micronesia requests on the request thread that look cool. I have a sailing rig that could be used, but no hulls.
I've been contemplating how to do Kathy's boat car, but started a new game on a huge earth map instead. :wallbash: :badcomp:
 
Mighty fine work on these ships, MightyToad :D
Thank you as well for the musketmen in Matsuda's thread :thumbsup:
 
Very nice models, but they do not work. The game crashes back to desktop when using them.
Can you elaborate a little more? Which one CTD?
Are you sure you set the XML correct. No "ship.nif.nif" in the file line. No ",art/units/..." Extra comma in the button line.
All of them are tested and work. The screenshots are from in game.
 
This is something I wondered as well, because I noticed the screenshots. All of them are not working.

And of course, paths have been checked more than once...
 
This is something I wondered as well, because I noticed the screenshots. All of them are not working.

And of course, paths have been checked more than once...
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I setup a test mod folder with only these ships in it. As you can see it works for me. This is on BTS 319. I've attached the module for you.
 

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