napoleonic prussians

bernie14

Filter Manipulator
Joined
Feb 2, 2007
Messages
3,781
Location
coastal flood plain
here are the prussians 3 variations, blends included

DOWNLOAD

 
If you ever have any time would you consider making some Asian musket units for Japan, China, Siam etc. Oh and Ethiopia. Thanks bernie14.
 
I know this is a very old topic, and I have no idea if you're still an active modder, but could you update this a bit? The models don't work, instead the German Musketmen have the Spearman unit art.
 
Frossa,
This whole Unit Graphics subforum is a modder's resource. The art still works even if the mod doesn't, and bernie14 only included the mod because he had already made it to test the units ingame. However, the pre-G+K patches changed the method required to add unit art defines.

I can try to help you make a mod to do whatever it is you want to do, but based on your participation in this conversation, I'm confused what you might be missing. Either way, I'd start a new thread in the main C&C forum.
 
Frossa,
This whole Unit Graphics subforum is a modder's resource. The art still works even if the mod doesn't, and bernie14 only included the mod because he had already made it to test the units ingame. However, the pre-G+K patches changed the method required to add unit art defines.

I can try to help you make a mod to do whatever it is you want to do, but based on your participation in this conversation, I'm confused what you might be missing. Either way, I'd start a new thread in the main C&C forum.

I don't need any further help with modding now, the only problem is that the test unit from this mod doesn't use the model it's supposed to (I was going to try and copy the unit and incorporate it into my own mod).
Could you send me a link to a guide or something that tells me how to fix this? :D
 
As far as guides, you're looking for this one. If you prefer XML to SQL, note that this thread has all of the art defines converted into modular XML.

As far as this mod, depending on what you're trying to do, this may lead you in the wrong direction (see the Napoleonic line infantry thread mentioned in my previous post), but if you want to make this mod work as it did originally (by making a new unique unit for Germany that uses the new models):

Delete the 2 civ5artdefines XML files in the XML folder. Add the following to the end of the Units\newunits.xml file BEFORE the closing </GameData> tag.

Code:
  <ArtDefine_UnitInfos>
    <Row>
      <Type>ART_DEF_UNIT_GERMAN_MUSKETMAN</Type>
      <DamageStates>1</DamageStates>
      <Formation>HonorableGunpowder</Formation>
    </Row>
  </ArtDefine_UnitInfos>
  <ArtDefine_UnitInfoMemberInfos>
    <Row>
      <UnitInfoType>ART_DEF_UNIT_GERMAN_MUSKETMAN</UnitInfoType>
      <UnitMemberInfoType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN1</UnitMemberInfoType>
      <NumMembers>3</NumMembers>
    </Row>
    <Row>
      <UnitInfoType>ART_DEF_UNIT_GERMAN_MUSKETMAN</UnitInfoType>
      <UnitMemberInfoType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN3</UnitMemberInfoType>
      <NumMembers>1</NumMembers>
    </Row>
    <Row>
      <UnitInfoType>ART_DEF_UNIT_GERMAN_MUSKETMAN</UnitInfoType>
      <UnitMemberInfoType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN2</UnitMemberInfoType>
      <NumMembers>2</NumMembers>
    </Row>
    <Row>
      <UnitInfoType>ART_DEF_UNIT_GERMAN_MUSKETMAN</UnitInfoType>
      <UnitMemberInfoType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN3</UnitMemberInfoType>
      <NumMembers>1</NumMembers>
    </Row>
    <Row>
      <UnitInfoType>ART_DEF_UNIT_GERMAN_MUSKETMAN</UnitInfoType>
      <UnitMemberInfoType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN2</UnitMemberInfoType>
      <NumMembers>3</NumMembers>
    </Row>
    <Row>
      <UnitInfoType>ART_DEF_UNIT_GERMAN_MUSKETMAN</UnitInfoType>
      <UnitMemberInfoType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN1</UnitMemberInfoType>
      <NumMembers>3</NumMembers>
    </Row>
    <Row>
      <UnitInfoType>ART_DEF_UNIT_GERMAN_MUSKETMAN</UnitInfoType>
      <UnitMemberInfoType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN3</UnitMemberInfoType>
      <NumMembers>1</NumMembers>
    </Row>
  </ArtDefine_UnitInfoMemberInfos>
  <ArtDefine_UnitMemberInfos>
    <Row>
      <Type>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN1</Type>
      <Scale>0.14</Scale>
      <Model>civ5_prumm1.fxsxml</Model>
      <MaterialTypeTag>CLOTH</MaterialTypeTag>
      <MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
    </Row>
    <Row>
      <Type>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN2</Type>
      <Scale>0.14</Scale>
      <Model>civ5_prumm2.fxsxml</Model>
      <MaterialTypeTag>CLOTH</MaterialTypeTag>
      <MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
    </Row>
    <Row>
      <Type>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN3</Type>
      <Scale>0.14</Scale>
      <Model>civ5_prumm3.fxsxml</Model>
      <MaterialTypeTag>CLOTH</MaterialTypeTag>
      <MaterialTypeSoundOverrideTag>FLESH</MaterialTypeSoundOverrideTag>
    </Row>
  </ArtDefine_UnitMemberInfos>
  <ArtDefine_UnitMemberCombats>
    <Row>
      <UnitMemberType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN1</UnitMemberType>
      <EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
      <ShortMoveRadius>12.0</ShortMoveRadius>
      <ShortMoveRate>0.35</ShortMoveRate>
      <TargetHeight>8.0</TargetHeight>
      <HasShortRangedAttack>1</HasShortRangedAttack>
      <HasRefaceAfterCombat>1</HasRefaceAfterCombat>
      <ReformBeforeCombat>1</ReformBeforeCombat>
    </Row>
    <Row>
      <UnitMemberType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN2</UnitMemberType>
      <EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
      <ShortMoveRadius>12.0</ShortMoveRadius>
      <ShortMoveRate>0.35</ShortMoveRate>
      <TargetHeight>8.0</TargetHeight>
      <HasShortRangedAttack>1</HasShortRangedAttack>
      <HasRefaceAfterCombat>1</HasRefaceAfterCombat>
      <ReformBeforeCombat>1</ReformBeforeCombat>
    </Row>
    <Row>
      <UnitMemberType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN3</UnitMemberType>
      <EnableActions>Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge</EnableActions>
      <ShortMoveRadius>12.0</ShortMoveRadius>
      <ShortMoveRate>0.35</ShortMoveRate>
      <TargetHeight>8.0</TargetHeight>
      <HasShortRangedAttack>1</HasShortRangedAttack>
      <HasRefaceAfterCombat>1</HasRefaceAfterCombat>
      <ReformBeforeCombat>1</ReformBeforeCombat>
    </Row>
  </ArtDefine_UnitMemberCombats>
  <ArtDefine_UnitMemberCombatWeapons>
    <Row>
      <UnitMemberType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN1</UnitMemberType>
      <Index>0</Index>
      <SubIndex>0</SubIndex>
      <WeaponTypeTag>BULLET</WeaponTypeTag>
      <WeaponTypeSoundOverrideTag>BULLET</WeaponTypeSoundOverrideTag>
    </Row>
    <Row>
      <UnitMemberType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN2</UnitMemberType>
      <Index>0</Index>
      <SubIndex>0</SubIndex>
      <WeaponTypeTag>BULLET</WeaponTypeTag>
      <WeaponTypeSoundOverrideTag>BULLET</WeaponTypeSoundOverrideTag>
    </Row>
    <Row>
      <UnitMemberType>ART_DEF_UNIT_MEMBER_GERMAN_MUSKETMAN3</UnitMemberType>
      <Index>0</Index>
      <SubIndex>0</SubIndex>
      <WeaponTypeTag>BULLET</WeaponTypeTag>
      <WeaponTypeSoundOverrideTag>BULLET</WeaponTypeSoundOverrideTag>
    </Row>
  </ArtDefine_UnitMemberCombatWeapons>
  <ArtDefine_StrategicView>
    <Row>
      <StrategicViewType>ART_DEF_UNIT_GERMAN_MUSKETMAN</StrategicViewType>
      <TileType>Unit</TileType>
      <Asset>SV_Musketman.dds</Asset>
    </Row>
  </ArtDefine_StrategicView>
 
Top Bottom