Modding Q&A

:yup: Yes, Vuldacon made several excellent improvements to those animations, that you can download at CFC (some of them are in the mod CCM 3, too).

The problem is, that at least at present (may be Flintlock finds a working way in the future) there must be some special "connections" in the game and those animations, per example a connection between volcano terrain and the volcano graphics. This terrain can look very different in the game, but it must be the volcano-terrain. Per example I use the modded volcano-graphics in the upcomming update of the WW2 scenario SOE for naval mines in camouflaged volcano-terrain.

landsea-intersections-jpg.617001


landsea-intersections-covered-jpg.617002
 
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:yup: Yes, Vuldacon made several excellent improvements to those animations, that you can download at CFC (some of them are in the mod CCM 3, too).

The problem is, that at least at present (may be Flintlock finds a working way in the future) there must be some special "connections" in the game and those animations, per example a connection between volcano terrain and the volcano graphics.
That's what I thought, these are somehow connected to the game but do not know how. What if I want to add different animations to the game, nothing like vulcanos, and there is no way to do this. can you link some examples please of Vuldacon's animations? You probably thinking about swarm or waterfall, right?
 
register... The Volcano Terrain is programed for the Volcano Animations and the Eruptions are a Negative... not sure if the Negative aspect can be changed but the Animations can be changed to do something else, such as the Apartment Fires in EFZI2 Elite.
I believe the programing for Plagues are also set for a Negative... so yes, unless Flintlock can find a way to alter that programing, the Animations for the "triggered" Terrains can at least be changed.

Edit: I will add that any of the Game Animations in the Animations Folder can be changed, but keep in mind the programing for the Animations :)
 
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register... The Volcano Terrain is programed for the Volcano Animations and the Eruptions are a Negative... not sure if the Negative aspect can be changed but the Animations can be changed to do something else, such as the Apartment Fires in EFZI2 Elite.
I believe the programing for Plagues are also set for a Negative... so yes, unless Flintlock can find a way to alter that programing, the Animations for the "triggered" Terrains can at least be changed.

Edit: I will add that any of the Game Animations in the Animations Folder can be changed, but keep in mind the programing for the Animations :)
Do not understand what Negative means in regards to animation. I understand I can replace plague and volcano animations in related folder with your animations as above where Civinator attached them. I see in EFZI2 you used more than 2 animations? How and when they start in the game? How's triggered?
BTW, I like how you made billboards units.
 
register... what I mean by "Negative" is not the Animations but rather the Events. Those events are not intended to be positive things in the Game and the programing handles the triggers. The Animations are simply representing the Changed Negative event.
Correction: The Apartment Fires are triggered by Disorder and use the Disorder Animation...Not Volcanoes

There might be a range for the Triggers. There is no real control other than trying to avoid what triggers the Events in game.
It is sort of the same as if you fortify a Foot Unit on Jungle Terrain, it will be killed after a number of turns.
 
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Ok, I've got that. Just look into vanilla animation's folder and see you basically replaced existing animations for events. I have never really looked into this before.
I will definitely use your volcano animation and going to copy an idea how did it with an unit placed on impassable terrain.

Many thanks
 
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Net Unhappiness triggers riots, not eruptions!

Volcanic eruptions aren't triggered by anything other than the RNG -- at a frequency set according to the modder's preference in the 'Disasters' tab of the Scenario Properties.

In the epic game .biq, (IIRC) the eruption-frequency value is set at 5000 years, i.e. since the game covers 6000+ years if played to the full 540 turns, every Volcano could be expected to erupt at least once on average during the course of a game.

That is, most Volcanoes will erupt once, some may erupt more than once, and some will never erupt at all -- but unless you're keeping track of the global eruption-warnings, planting a town next to a Volcano will always be a calculated risk....
 
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Net Unhappiness triggers riots, not eruptions!
Only for clarification: The disorder animation (flames over the city) is another animation triggered by a negative game effect.
 
Only for clarification: The disorder animation (flames over the city) is another animation triggered by a negative game effect.
Yes, That is what I use for the Apartment Fires... not the Volcanoes. I guess I was thinking too much about Volcanoes and the fact that you have to keep your population Happy to help prevent the Disorder.
 
Yes, That is what I use for the Apartment Fires... not the Volcanoes. I guess I was thinking too much about Volcanoes and the fact that you have to keep your population Happy to help prevent the Disorder.
I figured that's what you meant, but it's important to note that even if the Eruption and Disorder (and WLTKD) animations themselves are changed, they're still hardcoded to be associated with the Volcano (terrain-slot), and a city-spot, respectively
 
Any recommendations for creating sounds?

I made what I thought were sounds for buttons and such, thought they were the correct format, but of the dozen or so sounds created, only one or two sort of work (pitch is off though).

I thought all we needed was .WAV files?


Ended up figuring out some parts, like .WAV files must be >>>>MONO<<<< Civ3 does not respond well to stereo sounds. However, pitch seems off from what was expected. Might be a bit too time consuming for one person to figure out (as it is such a small component).
 
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ajb... The Flcs have an invalid Animation Time.
Flicster can correct this. When you open each Flc it will automatically ask you if you want it corrected.
Click yes and you will see the animations.
I believe the Flc Speeds are set automatically to 80... but you can change the speed if wanted.
 
ajb... The Flcs have an invalid Animation Time.
Flicster can correct this. When you open each Flc it will automatically ask you if you want it corrected.
Click yes and you will see the animations.
I believe the Flc Speeds are set automatically to 80... but you can change the speed if wanted.
I checked a number of units, they all seem to have speeds between 65 and 80. The CR-20 unit is also at a speed of 80.

Checking with default Conquest units, most of them are at speeds of 125, though some animations are at 83.

I think I'm misunderstanding something, could you reword?

Thank you for the help though!
 
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