Misc. Units - Great General, Spanish Swordsman, French Cavalry and more (05/21/06)

  • Thread starter Thread starter Rabbit, White
  • Start date Start date
I tried using your mounted musketeer. Didn't work. The musketeer appears sideways across the horse's belly. What unit in the civartdefine file should I use as the basis for this new unit? Is it the musketeer, the explorer, the musketman, the conquistador... Judging from the initial post explaining the animation, it's not clear to me which basic civartdefine entry is the correct one before I switch paths to the nif and fx_nif files. The tutorial didn't help here. Thanks.
 
I am happily using it - try the cossack animations:

<KFM>Art/Units/Unique/Russia/Cossack/RussianCossack.kfm</KFM>
 
I am happily using it - try the cossack animations:

<KFM>Art/Units/Unique/Russia/Cossack/RussianCossack.kfm</KFM>
Yep that's it. The Musketeer on a horse uses Cossak animations, just like the Musketman above him. Ditto for the foot version, both musketman and musketeer use the explorer animation. :)
 
Yep that's it. The Musketeer on a horse uses Cossak animations, just like the Musketman above him. Ditto for the foot version, both musketman and musketeer use the explorer animation. :)

Indeed. Thanks! This will make a great addition to my scenario. :goodjob:
 
Last post was a long time ago, so I hope someone sees this...

I really wanted to add in the Great General unit, use it as a Roman Cavalry. It looks just fantastic :goodjob:. But, there's an issue. It's causing a Python error (please see attached, below) that causes the screen to not draw plot information in the lower-left corner, or battle-odds. A little frustrating...

As per the previous info, I ported over all the companion_cavalry KFM & KF files into the GG directory, and have listed my Roman Cavalry in CIV4ArtDefines_Unit.xml as:

Code:
<fScale>0.42</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Unique/Roman/GreatGeneral/great_general.nif</NIF>
<KFM>Art/Units/Unique/Roman/GreatGeneral/companion_cavalry.kfm</KFM>
<SHADERNIF>Art/Units/Unique/Roman/GreatGeneral/great_general_fx.nif</SHADERNIF>
<ShadowDef>
	<ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
	<ShadowAttachNode>HorseBip Spine1</ShadowAttachNode>
	<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>0</bActAsRanged>

Here's a screenie:

What you can't see is where my mouse is. It's actually hovering over the village to the left of the barbarian city. But the plot info is still stuck on the Cavalry. And you'll note all the action buttons are for a Worker.

If I point CIV4ArtDefines_Unit.xml back to the old graphics I was using, everything functions fine. But my old graphics suck, these are so much nicer...

Any ideas? And thanks in advance! :D

View attachment PythonErr.rar
 
old_thread.jpg
 
Any ideas? And thanks in advance! :D

I have this often enough in unmodified games. I don't think its the fault of this particular unit. Can you repeat this "error" all the time, even when starting a new game? Not only in this particular situation?
 
one question, is there companion_cavalry.nif in your great general folder? Sometimes errors are caused because of the missing nif the kfm references (in most cases both have the same name).

You can check this with nifskope, if you open the kfm and see a model, the reference nif is there, if you don´t see a model, the reference nif is missing. In the later case try to rename the great_general.nif to companion_cavalry.nif (or simply try this without the checks before ;) )
 
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