Native Amazons ModComp

SaibotLieh

Emperor
Joined
Sep 25, 2009
Messages
1,589
Native Amazons Modcomp V3.1

This modcomp adds a set of Amazon units to the game. They are not part of a certain civilisation, but can be used by any civilisation, as long as this civ has a access to the bonus 'Amazons'. This bonus is of course also part of this modcomp and can be explored via cottage/hamlet/village/town. Even with this bonus at hand, the Amazon units won't be available for build. Instead, each time a normal unit (unique units are excluded) with a Amazon counterpart is build, there is a certain chance for this unit to turn into that Amazon unit, depending on the number of Amazon bonuses that are present:

1 bonus -----> 20% chance (50% chance for scouts)
2 bonuses ---> 40% chance (50% chance for scouts)
>2 bonuses --> 50% chance

Also, for each unit created outside of cities (by goodyhuts or barbarians) there is a fixed 20% chance of turning out to be Amazon (again 50% for scouts).

At the time when gunpowder is discovered the Amazons bonus will become obsolete and all Amazon units (except for warriors, scouts and spies) will be converted into their male counterparts (with no cost and no loss in experience). The show is mostly over at that time.

Images:
Spoiler :

amazon_units_2ib-jpg.430978


amazon_buttons_87g-jpg.430977


amazonsbonus_wrg-jpg.430979


amazon_skirmisher_eoh_nbr-jpg.430982


The Amazon units have the same attributes as their male counterparts, so there is no gain and no lose in combat strengh by having them in the army. So why bother? Here are the pro and cons:

Pros:

- Upgrading Amazon units is cheaper than for normal units (20 G, regardless of the unit), as long as they are upgraded into other Amazon units.
- There is a unique Amazon unit with no male counterpart that will be available with monarchy, the Horsed Lancer unit. It has the same attributes as a Knight, but only a combat strength of 8. This unit will become the new counterpart for the Horse Archer, resulting in a chance of getting a better units than the one that was build. Further, with gunpowder this unit will be converted into a Knight.
- Some Amazon units are not exact replica of the male counterparts. This offers them the benefit of the original unit while they don't suffer their handicaps. The Axeman is replaced by the Amazon Javelin Thrower (chariots have no bonus against them) and the chariot is replaced by the Amazon Light Cavalry (they can flank attack Catapults and Phalanxes have no bonus against them).
- The replacement of the Catapult is called Amazon Skirmisher. This unit is basically identically to the Longbowman, but has only a strength of 5 and can't damage enemy to lower than 75 % in an attack. While this units looses the ability to kill enemies in an attack, it can be used quite safely to soften them up and let other units finish the job, effectly reducing the losses of the own side.
- The Amazons are quite nice to look at. ;)

Cons:

- Upgrading Amazon units into their male counterparts before gunpowder is possible, but expensive. Thus, you might be stuck with obsolete units for a while.
- Amazon units can't be upgraded into unique units and with gunpowder they will be converted into their normal counterparts.

Now for the more technical details:

Beside for the Knight and the Explorer all ancient, classic and medieval units have an Amazon counterpart. Further there is an asian version of the Swordsman. They come completely with female voices and buttons, no extra files are needed as long as the directory structure is unchanged.
This modcomp is mostly modular. However, there are some files that can't be made modular. These files are three python files (CvEventManager, CvPediaUnit, CvPediaMain) and two xml files (Audio3DScripts and AudioDefines). The changes in the python files can be found by searching for 'saibotlieh', the changes in the xml files can be found near the buttom of the files (lines 22861-22976 and lines 10979-11006). Further there is a sound folder with custom sounds that must be placed direct into the base mod Assets folder.
All files in the zip-file are already put into the necessary folder, unzipping it directly in the Mods folder of BtS should result into a working mod.
In order to change the units that are not build, but created outside of the cities, the UNIT_CREATED_CALLBACK has to be enabled. This is known to slow down the performance of the game a bit. If you don't want this, just delete the NativeAmazons_PythonCallbackDefines.xml file. Everything else should work still fine without it.
The python functions that changes the units to Amazon units is written in a way that all units that have similiar named Amazon unit counterparts are targets. For example, the existence of the Unit_Amazon_Archer makes the Unit_Archer a target. So, if it is desired to add more Amazon units to this mod this is possible by just naming the new Amazon units accordingly. For example, if an Amazon Knight should be added to this mod, that unit should be named Unit_Amazon_Knight. This is also the reason why the for example the Amazon Greatswordwoman files can be found in the Amazon_Maceman folder. Of course this will only work if the 'Amazons' bonus isn't obsolete at the time that unit is build. To change the tech that makes that bonus obsolete change the xml files accordingly as well as the entry 'TECH_GUNPOWDER' under 'onTechAcquired' in the python file 'CvEventManager'.
This modcomp is written in and tested for BtS 3.19.

I hope this covers everthing. I'll see if I add some more units in the future, but I'm pretty certain that I won't go beyond medieval units. Further is to notice that I can't and don't want to claim any historical or culturally correctness of these units. Their main purpose is to serve as eye candy. :)

Download link: http://forums.civfanatics.com/downloads.php?do=file&id=13983

Credits/Thanks

- davidlallen for pushing me to the right conclusions.
- The_J for his 'Invisible dummy techs' mod that I've modified to fit to my needs.
- God-Emperor for the idea to use the Civilopedia entry for turning the units invisible.
- strategyonly for setting one of the Civ4 Amazonian foundation stones with his amazon civ.
- Kathy's collection of Amazon units for the inspiration (and some parts of the skins).
- The makers of the FfH units from which I borrowed most of my unit heads.
- Ploeperpengel's 'female sound animations' was my starting point for my animation sounds.
- Bakuel, I used the several parts of his unit skins.
- The_Coyote for teaching me how to shader units & leaderheads.
- All the writers of the tutorial section and helpful people in the forums. Without those, I'd never have learnt how to mod in the first place.

Known bugs/errors/potential bugs

Spoiler :

- I had some hard time to make the onUnitBuilt function to work harmonically with the onUnitCreated function, because each time a unit is build it also triggers the onUnitCreated function. Now onUnitCreated is only called when units outside of cities are created. So far this works fine, but if you run into an error, this should be the first place to look at.
- That the Amazon Warrior doesn't change into the male warrior when gunpowder is discovered is in fact not a feature, but a workaround of a bug. My function runs into an error I couldn't remove when it has to kill the old Amazon Warrior unit during the conversion.
- There was a problem with the modular CIV4ImprovementInfos.xml file. If only the entries that are to be changed present in that file, those don't work correctly anymore (Cottages don't develop into Hamlets don't develop into Villages don't develop into Towns). I think it is a problem with a changed ID that might occur because of the modular file. I've cleaned that error by putting all the BtS improvments into the NativeAmazons_CIV4ImprovementInfos.xml. This should lead to no problems when using no other modcomp that has changed improvements. Otherwise, this certainly will. :(


Changes to Version 3.0:

Spoiler :

- Changed the NativeAmazons_CIV4ImprovementInfos.xml to make the Cottages, Hamlets, Villages and Towns work correctly again.

Changes to Version 2.0:

- Made the modcomp modular.
- Added the Amazon Skirmisher.
- Got rid of the .tga file. That one was more trouble than it's worth.

Changes to Version 1.0:

- Added several new Amazon units.
- Reworked all skins, combined some artfiles to make the units use less memory.
- Reworked some unit models.
- Added melee weapons in scabbards to the units that don't have them ready all the time. At the time they draw their melee weapons, the weapons in the scabbards disappear while the scabbards stay.
- The Amazon Warrior now uses different idle and run animations.
- Changes all ..man descriptions to ..woman. For example, Amazon Greatswordsman is now named Amazon Greatswordswoman.
 

Attachments

  • AmazonUnits.jpg
    AmazonUnits.jpg
    293.3 KB · Views: 401
  • AmazonsBonus.jpg
    AmazonsBonus.jpg
    121.7 KB · Views: 325
Last edited:
You seem to be churning out quite a bunch of modcomps. One would hope that it's building up to a full modpack.
 
Very interesting modcomp but a lot of work to add this to an existing mod!
Adding this modcomp means wrestling with those blasted GameFont.tga's :p

Thanks. I know what you mean, the GameFont.tga's is one big nuisance. :(

You seem to be churning out quite a bunch of modcomps. One would hope that it's building up to a full modpack.

Hm, so far I have no really idea where I'm going with this, but I guess if it continues like this I can put everything together in the end and call it "Civ 4, now with girls, girls, girls" or something like that. :lol:

Is it your goal to make an Amazon Pikeman as well? This would be great.

That one is actually on the top of my next-to-do list for this modcomp. I also have ideas for an alternative for the chariot and the maceman. A crossbowman shouldn't be so hard either, but I'll pass on the war elephant I think. Only the axeman gives me headache. That weapon just doesn't fit my idea of amazons and I haven't found an alternative yet (like I did with the warrior).
 
Here are my next two amazon units. The first one is a light cavalry unit that will become the substitute for the chariot, the other one is my amazon version of the pikeman. As soon as I've completed the whole amazon set I'll add the new units to the modcomp.

Spoiler :

amazon_lightcavalry_pikeman_qHf.jpg



Download link: http://forums.civfanatics.com/downloads.php?do=file&id=14052
 
Here is my next amazon unit. This time it's my substitute for the maceman. I think of the mace as a too cloddish weapon for my amazons, so I gave them a big sword as replacement. ;)

Spoiler :

amazongreatswordsman_wwX.jpg



Download link: http://forums.civfanatics.com/downloads.php?do=file&id=14090

The next units will be two new female great people, but after that the last missing amazon units, crossbowman and axeman, should be next.
 
Shouldn't the unit be named a Greatswordswoman and not a Greatswordsman?

Good point. I thought about calling them ...woman, but then I settled with ...man. I think the amazon part should suffice to make the gender clear. It also makes my new python code much easier.
 
Can more than one civ have the amazon unit ability or does only one civ get it during the game?

The ability to generate amazon units is bound to the access to the amazons resource, so all civs have the chance to get these units. It's the same as for example with the iron resource that gives the ability to build swordsman, only that the amazon units will not be directly available, but will possible appear instead of a build male unit. Also all babaric units that appear on the map with being build have a 20 % chance to be amazons.
 
Here are the last two amazon units that make my set complete, a crossbowwoman and a javelin thrower. The later will be the replacement for the axeman:

Spoiler :

javelincrossbowamazons_9Kr.jpg



Download link: http://forums.civfanatics.com/downloads.php?do=file&id=14202

Next I'll do some rework on some of my older amazon units. Then finally an upgraded version of my amazon modcomp will be put on for download. :)
 
Thank you for this very nice girls.:goodjob: They will be a real highlight in the world of odysseus.
just Slinger?
 
I've updated my Amazon modcomp to version 2.0! See first post for more information.

Changes are:

- Added my new Amazon units.
- Rewrote the used python functions to make them run faster
- Reworked all skins, combined some artfiles to make the units use less memory.
- Reworked some unit models.
- Added melee weapons in scabbards to the units that don't have them ready all the time. At the time they draw their melee weapons, the weapons in the scabbards disappear while the scabbards stay.
Spoiler :

scabbard_01_rep.jpg

The idle Crossbowwomen have a sword in their scabbard, the fighting ones have them drawn

scabbard_02_c7A.jpg


- The Amazon Warrior now uses different idle and run animations.
- Changes all ..man descriptions to ..woman. For example, Amazon Greatswordsman is now named Amazon Greatswordswoman.
 
I've updated my Amazon modcomp to version 2.0!

Great upgrade :goodjob:


I would just point your attention on a glitch of which you aren't responsable, of course, but you may be the person able to resolve it, judging from your showed skill.
You used the keshik anims for your horse_lancer, but the keshik idle anim has a bug. The initial and final positions of the HorseBip L UpperArm node aren't the same, and this causes a glitch in the loop. The wrong position is the initial one, but unfortunately the node is ruled by a NiBSplineCompTransformInterpolator.
Do you know a way to get rid of it or a workaround to fix the glitch?
For the record, the companion idle anim has the same issue.
Thanks in advance.
 
Great upgrade :goodjob:


I would just point your attention on a glitch of which you aren't responsable, of course, but you may be the person able to resolve it, judging from your showed skill.
You used the keshik anims for your horse_lancer, but the keshik idle anim has a bug. The initial and final positions of the HorseBip L UpperArm node aren't the same, and this causes a glitch in the loop. The wrong position is the initial one, but unfortunately the node is ruled by a NiBSplineCompTransformInterpolator.
Do you know a way to get rid of it or a workaround to fix the glitch?
For the record, the companion idle anim has the same issue.
Thanks in advance.

Wow, you must have pretty sharp eyes to notice that glitch. :wow:
I tried to toy a bit with the starting and ending time of the NiBSplineCompTransformInterpolator, but that made it just worse. That's all about I can do at the moment I'm afraid. It's my first time messing with this kind of Interpolator and I just don't know how it works. :dunno:
 
I'm not 100% sure, but I did read in the past something like how to replace the spline interpolator with a transform interpolator... may be a import/export animation with blender... :confused:
 
Adding this modcomp means wrestling with those blasted GameFont.tga's :p

Really, then over 95% of people here on CFC will not be able to use this, sorry.:( Thats why i WISH Civ 5 doesnt use this crappy tga stuff.
 
Back
Top Bottom