[MOD/MODCOMP] Better Looking Units

The slaughter will not be sanitised. ;)

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Can this be used/merged with Dale's mod?
Or could you release a version that's just the graphical changes?
 
Can this be used/merged with Dale's mod?
Yes, that's what I plan to do after I release the next version. I have some time next week to work on this. I'm going to try and make my stuff as modular as possible so it is easier to merge with AOD2 as Dale releases new versions.

Or could you release a version that's just the graphical changes?
Yes, I could, but I'd like to do the AOD2 expansion first. Anyone who can learn their way around the files can extract and use the bits they are interested in already.
 
I'm working on a modmod for AOD2 - it may be ready tomorrow.
 
BLUMod 0.6 is out. I have switched to modular format so there may be some issues to iron out.

The features are the same as in the new Age Of Discovery II version.

It could be a headache trying to maintain a vanilla version and an AODII version. I'm going to try and make sure both releases are bug free before adding more stuff.

The next piece of new content will be this EE2 Galleon once it is done.

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BLUMod 0.6 is out. I have switched to modular format so there may be some issues to iron out.

The features are the same as in the new Age Of Discovery II version.

It could be a headache trying to maintain a vanilla version and an AODII version. I'm going to try and make sure both releases are bug free before adding more stuff.

The next piece of new content will be this EE2 Galleon once it is done.

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:eek:
That's great.
Are you sure it's from EE2??I never seen such a beautiful model while i played the game about 3 years ago. I'll install the game again:lol:
 
It will look even better when I add all the sails and tidy up the rigging. It has already been noted that the Empire Earth 2 stuff actually looks better in this game than it did originally.
 
I realised I missed the PublicMaps folder out of the 0.6 release. Here it is.

Just unzip so that you have PublicMaps alongside Assets in the BLUMod 0_6 folder.

Then you can try the FaireWeatherTweak mapscript and the BLUModAmericas scenario :)
 
Hi Deliverator,
I thank you for the very good work you're doing !
I'd like to know if there'll be an "only graphic" version of Blumod.
I tried to take only the texture i like for blumod 0.6 and put in the vanilla version but maybe i do some mistakes cause when i try to implement new units like apache/sioux/inca/ecc... the game won't work :(

Now the game is working with just the new caravel/galleon/veterans units (the ones that already exists in vanilla) but i'd like to see the face of Magras on my apache warriors !!!! :)

The reason is simple : i'm too newbie for this kind of operations :)
 
Glad you like the mod.

With the Native units I have had to create unique units for each Native race. Before they all used the same unit - Brave, but now they each have a different unique unit. The reasons that the Caravel, etc work is that the paths for these are identical to vanilla whereas the Native art has completely new paths.

To separate them from BLUMod you pretty much need to understand XML modding. You will have to take the changes from three XML files: BLUMod_CIV4UnitInfos.xml, BLUMod_CIV4ArtDefines_Unit.xml and BLUMod_CIV4CivilizationInfos.xml, as well as the Art files. Create your own mod folder and replace put the contents of these three files into a copy of CIV4UnitInfos.xml, CIV4ArtDefines_Unit.xml and CIV4CivilizationInfos.xml placed into correct place in the file tree.

To be honest, most of the changes of this mod are graphical so it wouldn't really be worth me creating a graphic only version. Anyway I hope this information helps...
 
yes, i tried to do like you say but maybe i wrong something cause the game crashed :(

I think i'll wait for "only graphic" version :)

Thanks bye
 
I do think it seems strange that the 16th century Spanish Conquistadores are mixed in with 18th century French Compagnies franches de las Marines. Maybe you can make modmods for Blu mod that have units from a specific century. Also, I've been wondering what the units would look like if you add Norm files for them. I know Star Wars Empire at War uses DDS files with Norm files for their units. Anyways, great mod and keep up the great work!
 
I do think it seems strange that the 16th century Spanish Conquistadores are mixed in with 18th century French Compagnies franches de las Marines. Maybe you can make modmods for Blu mod that have units from a specific century.

I've thought this too. BTS has Unit Era Infos meaning that you can easily give different Civs different art for the same unit and have the same unit change appearance in the different game eras (think the way Great People change through the ages). Unfortunately, this feature is not in Civ4Col as everything is more complicated. In BTS, each Unit has art defined, in Civ4Col each combination of Unit and Profession has art defined - this makes the whole thing more complicated despite the fact that the game still has four eras. I've had to use a few workaround just to get what I have.

With some SDK worth it may be possible to have an early and late feel for each unit/profession, but I'm not going to get into SDK coding just to do that. In AOD2, Dale changes the flag on Declaration - changing the unit art is just an extension of the same idea. Not sure if it would work, but it would need a SDK coder to make it happen I think.

I'm also taking a break from BLUMod to work on Dune Wars. Sandworms and ornithopters are just too tempting a challenge... :)

Norm files is something I've never played with - I might take a look...
 
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