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NEW Native Set

Discussion in 'Civ4 - Unit Graphics' started by coffee junkie, Jan 27, 2010.

  1. mamba

    mamba Deity

    Joined:
    Aug 23, 2007
    Messages:
    2,520
    I get a 'file not found' error when I try to download it.
     
  2. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    Please, try now. It should work :D
     
  3. mamba

    mamba Deity

    Joined:
    Aug 23, 2007
    Messages:
    2,520
    Works now, thanks :)
     
  4. GeoModder

    GeoModder Deity

    Joined:
    Nov 29, 2005
    Messages:
    7,512
    Thanks, coffee junkie. They'll find their niche for sure. :cooool:
     
  5. smeagolheart

    smeagolheart Monarch

    Joined:
    Sep 4, 2007
    Messages:
    924
    Location:
    Phoenix, AZ
    Coffee, I'm not getting the native curiasser or the Cavalry to show up in the 'pedia in EMM1.2
     
  6. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    smeagolheart : Do you have the same problem with the rifleman ?
     
  7. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    Sorry smeagolheart, but I'm not sure to well understand ...

    While playing and testing EMM with new adds, I got some problems with some units ... So this new set is a good replacement of the native units in EMM 1.2

    To replace faster the native units in EMM with this set, here the tags of the CIV4ArtDefines_Unit.xml ... If it can helps :)

    Spoiler :


    <!-- HERE BEGINS NATIVE AMERICA UNITS -->
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_SETTLER</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_settler.dds</Button>
    <fScale>0.46</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Settler/settler_b.nif</NIF>
    <KFM>Art/Units/Warrior/Warrior.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Settler/settler_b.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_SETTLER_FEMALE</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_settler.dds</Button>
    <fScale>0.47</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Settler/settler_female.nif</NIF>
    <KFM>Art/Units/EMMUnits/Native/NativeAmerica_Settler/Settler_Female.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Settler/settler_female.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>0.9</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_WORKER</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_worker.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Worker/worker.nif</NIF>
    <KFM>Art/Units/Worker/Worker.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Worker/worker.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>0.9</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_SCOUT</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_scout.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Scout/scout.nif</NIF>
    <KFM>Art/Units/Scout/Scout.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Scout/scout.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_EXPLORER</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_explorer.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Explorer/Converted_Native.nif</NIF>
    <KFM>Art/Units/EMMUnits/Native/NativeAmerica_Explorer/Converted_Native.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Explorer/Converted_Native.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_WARRIOR</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_warrior.dds</Button>
    <fScale>0.45</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Warrior/warrior.nif</NIF>
    <KFM>Art/Units/Warrior/Warrior.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Warrior/warrior_fx.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_WARRIOR_2</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_warrior.dds</Button>
    <fScale>0.45</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Warrior/warrior2.nif</NIF>
    <KFM>Art/Units/Warrior/Warrior.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Warrior/warrior2.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_WARRIOR_3</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_warrior.dds</Button>
    <fScale>0.45</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Warrior/warrior3.nif</NIF>
    <KFM>Art/Units/Warrior/Warrior.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Warrior/warrior3.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_MACEMAN</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_maceman.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Maceman/newnativemaceman.nif</NIF>
    <KFM>Art/Units/Warrior/Warrior.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Maceman/newnativemaceman.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_SWORDSMAN</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_swordsman.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Swordsman/newnativeswordsman.nif</NIF>
    <KFM>Art/Units/Swordsman/Swordsman.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Swordsman/newnativeswordsman.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_SPEARMAN</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_spearman.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Spearman/newnativespearman.nif</NIF>
    <KFM>Art/Units/Spearman/Spearman.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Spearman/newnativespearman.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.4</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_PIKEMAN</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_pikeman.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Pikeman/newnativepikeman.nif</NIF>
    <KFM>Art/Units/Pikeman/Pikeman.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Pikeman/newnativepikeman.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_MUSKETMAN</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_musketman.dds</Button>
    <fScale>0.42</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Musketman/newthunderbrave11.nif</NIF>
    <KFM>Art/Units/EMMUnits/Unique/Unique_Ethiopia_Oromo/Ethiopian_OromoWarrior.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Musketman/newthunderbrave11.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_RIFLEMAN</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_rifleman.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Rifleman/Native_Musketman1.nif</NIF>
    <KFM>Art/Units/EMMUnits/Native/NativeAmerica_Rifleman/Native_Musketman.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Rifleman/Native_Musketman1.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>0.9</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.05</fRangedDeathTime>
    <bActAsRanged>1</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_ARCHER</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_archer.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Archer/nativeskirmisher.nif</NIF>
    <KFM>Art/Units/Unique/Mali/Skirmisher/MaliSkirmisher.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Archer/nativeskirmisher.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>0.85</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>1</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_LONGBOWMAN</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_longbowman.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Longbowman/newnativelongbowman.nif</NIF>
    <KFM>Art/Units/Longbowman/Longbowman.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Longbowman/newnativelongbowman.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>1</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_CROSSBOWMAN</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_crossbowman.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.1</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Crossbowman/newnativecrossbowman.nif</NIF>
    <KFM>Art/Units/Crossbowman/Crossbowman.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Crossbowman/newnativecrossbowman.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>1</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_HORSE_ARCHER</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_horsearcher.dds</Button>
    <fScale>0.42</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_HorseArcher/nativehorsearcher.nif</NIF>
    <KFM>Art/Units/HorseArcher/HorseArcher.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_HorseArcher/nativehorsearcher.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>1</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_KNIGHT</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_knight.dds</Button>
    <fScale>0.42</fScale>
    <fInterfaceScale>0.9</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Knight/newnativeknight1.nif</NIF>
    <KFM>Art/Units/EMMUnits/Unique/Unique_Mongol_Keshik/MongelKeshik.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Knight/newnativeknight1.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/HorseShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.35</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_CUIRASSIER</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_cuirassier.dds</Button>
    <fScale>0.44</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Cuirassier/Native_Mounted_Warrior1.nif</NIF>
    <KFM>Art/Units/EMMUnits/Unique/Unique_Native_MountedWarrior/Native_Mounted_Warrior.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Cuirassier/Native_Mounted_Warrior1.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>1</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_CAVALRY</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_cavalry.dds</Button>
    <fScale>0.42</fScale>
    <fInterfaceScale>1.0</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Cavalry/Native_Mounted_Cavalry2.nif</NIF>
    <KFM>Art/Units/EMMUnits/Unique/Unique_Native_MountedWarrior/Native_Mounted_Warrior.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Cavalry/Native_Mounted_Cavalry2.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>1</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_WAR_ELEPHANT</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_warelephant.dds</Button>
    <fScale>0.35</fScale>
    <fInterfaceScale>0.6</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_WarElephant/NewElephantNative.nif</NIF>
    <KFM>Art/Units/EMMUnits/Unique/Unique_Khmer_Elephant/Khmer_ElephantBallista.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_WarElephant/NewElephantNative.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/WarElephantShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <fBattleDistance>0.45</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop/>
    <AudioRunTypeEnd/>
    </AudioRunSounds>
    </UnitArtInfo>
    <UnitArtInfo>
    <Type>ART_DEF_UNIT_NATIVE_AMERICA_CHARIOT</Type>
    <Button>Art/Interface/Buttons/EMMUnits/btn_native_chariot.dds</Button>
    <fScale>0.40</fScale>
    <fInterfaceScale>0.9</fInterfaceScale>
    <bActAsLand>0</bActAsLand>
    <bActAsAir>0</bActAsAir>
    <NIF>Art/Units/EMMUnits/Native/NativeAmerica_Chariot/nativechariot.nif</NIF>
    <KFM>Art/Units/EMMUnits/Unique/Unique_Chariot_Celtic/Chariot_Celtic.kfm</KFM>
    <SHADERNIF>Art/Units/EMMUnits/Native/NativeAmerica_Chariot/nativechariot.nif</SHADERNIF>
    <ShadowDef>
    <ShadowNIF>Art/Units/01_UnitShadows/ChariotShadow.nif</ShadowNIF>
    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    <fShadowScale>1.0</fShadowScale>
    </ShadowDef>
    <TrailDefinition>
    <Texture>Art/Shared/wheeltread.dds</Texture>
    <fWidth>1.0</fWidth>
    <fLength>180.0</fLength>
    <fTaper>0.0</fTaper>
    <fFadeStartTime>0.2</fFadeStartTime>
    <fFadeFalloff>0.35</fFadeFalloff>
    </TrailDefinition>
    <fBattleDistance>0.20</fBattleDistance>
    <fRangedDeathTime>0.31</fRangedDeathTime>
    <bSmoothMove>1</bSmoothMove>
    <fAngleInterpRate>360.0</fAngleInterpRate>
    <fExchangeAngle>-30.0</fExchangeAngle>
    <bActAsRanged>0</bActAsRanged>
    <TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
    <AudioRunSounds>
    <AudioRunTypeLoop>LOOPSTEP_WHEELS</AudioRunTypeLoop>
    <AudioRunTypeEnd>ENDSTEP_WHEELS</AudioRunTypeEnd>
    </AudioRunSounds>
    </UnitArtInfo>
    <!-- HERE ENDS NATIVE AMERICA UNITS -->



    In the Pedia, the Native cuirassier should be linked to the game cuirassier entry ...
     
  8. Bullist

    Bullist Chieftain

    Joined:
    Dec 30, 2010
    Messages:
    37
    Very nice work! Do you prepare a Native Canon?
     
  9. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    In fact ... no, I don't plan any cannon because I use a really great cannon created by Bakuel ;)

    But, I'm working on an update of these units :) especially a new warrior and a new settler ( both male and female )

    Going to post some pictures.
     
  10. Bullist

    Bullist Chieftain

    Joined:
    Dec 30, 2010
    Messages:
    37
    A modern settler will be very cool! What's the link of the great cannon created by Bakuel please?
     
  11. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    Here the link to the cannon of Bakuel I use :

    http://forums.civfanatics.com/downloads.php?do=file&id=15636

    I have to tell you I never use cannon with its cannonier because I find ridiculous the size oe the unit besides the cannon. And I never successed to manage the size ... :mischief: so, I use only the cannon alone as a unit !

    If you want the cannon only ( without the cannonier ), I'll post it.


    Here some pictures of a new alternative settler and a new alternative warrior ... The female settler used is one the great units all created by saibotlieh ! All credits go to him for this :)







    And here the scout with a new animal : a puma ! :lol:





    This won't be a big update. Just few pixels on some details :)
     
  12. Bullist

    Bullist Chieftain

    Joined:
    Dec 30, 2010
    Messages:
    37
    The cannon, alone and without the cannonier, is interesting. The only I found on the forum is an Inca Cannon but for the other american civilization, it's not very appropriate. And it will be logic because, catapult, trebuchet and artillery don't have servant.
     
  13. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    Exactly ! :lol:

    For a native modern settler and a native modern worker : As I'm working on it, can't post yet any picture ...
     
  14. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    The Native Set is updated now in the download section.

    This is the version 3 ... All textures are now 256x256

    There are new skins, new heads, new details ...

    So, here come the proud warriors !


    Spoiler :
















































     
  15. hrochland

    hrochland Prince

    Joined:
    Apr 9, 2006
    Messages:
    2,140
    Location:
    Czech Kingdom
    WOW. These I know before, Never put my a little warior to the database :goodjob:
     
  16. strategyonly

    strategyonly C2C Supreme Commander

    Joined:
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    I keep getting my Rifleman to look like pic 1, if i put it as kfm Rifleman, and if i put in native_mustketman as kfm i get pic 2???
     
  17. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    I just checked and the animation of the Native Rifleman is in its folder ...

    And as it is a Colonization unit, the Civ4 basic rifleman can't work ...

    I really don't know what's happen to this unit inside your game since only a graphic modification has been made. The .kfm part is untouched.

    Going to ask a friend to check it inside his game. Will report tomorrow.

    :confused:
     
  18. The_J

    The_J Say No 2 Net Validations Retired Moderator Supporter

    Joined:
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    Location:
    DE/NL/FR
    Seems like the .nif does not have the same name as the .kfm, right?
     
  19. coffee junkie

    coffee junkie Tech Hippie

    Joined:
    Dec 16, 2006
    Messages:
    446
    Location:
    Europe
    yes. Not the same name, which is often the case with Civ units ( more than 80% of the units created here and there ) ... Do you mean that Colonization units on PC don't support a different name than the .kfm ? :eek:

    It's working fine on mine. I'm still waiting for a message of the friend who test it right now.

    Anyway, hold the line. Going to rename the .nif and repack the set and re-upload it. You'll tell me then. :)
     
  20. SaibotLieh

    SaibotLieh Emperor

    Joined:
    Sep 25, 2009
    Messages:
    1,475
    As long as there is a .nif with the same name as the .kfm in the .kfm's folder, it should be not problem.
     

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