New Unit: Engineer

NEW VERSION AVAILABLE:

i took off the old version and made some changes.
see later post below for updated version
 
I just downloaded the unit, i'm going to try it now.. just wanted to ask your permission to add your unit to my new mod that i'm working on. Once the mod is over, i'll make sure to upload it on civfanatics ...
can I? :crazyeyes
 
thought i'd let you know that while i was installing it, found a couple of mistakes in ur readme.txt:

firstly: \art\Civilopedia\66Engineerlarge.pcx Large Pedia Icon
\art\Civilopedia\66Engineersmall.pcx Small Pedia Icon
shouldn't this path be: \art\Civilopedia\Icons\units

just to make it simpler for the newbies to know that.
Secondly, in your engineerpedia.txt, the name of the file for pediaicons.txt is written as: 65Enginnersmall.pcx, whereas you called the pedia icons 66Engineer...

Also, I know you guys discussed as to what should be the tech leading to Engineers, although I think Replacable parts seems more appropriate, I like your choice of Motorized transportation. One thing though, shouldn't we make the engineers AIRLIFT? I mean in our modern world, engineers are always traveling from one place to another via planes of course!

Ok now i'm going to try it.. i love the idea of this unit! I bet it looks great


Thanks

Shastram
p.s. thanks for putting my name in ur readme.txt :)
 
Originally posted by Shastram
thought i'd let you know that while i was installing it, found a couple of mistakes in ur readme.txt:

firstly: \art\Civilopedia\66Engineerlarge.pcx Large Pedia Icon
\art\Civilopedia\66Engineersmall.pcx Small Pedia Icon
shouldn't this path be: \art\Civilopedia\Icons\units


I wrote that readme in about 2 minutes and didnt really proofread it. I will look it over and make the necessary changes and repost it.

About adding it to the mod, I have no problem with that as long as you credit me, pesoloco, with creating it.
 
Originally posted by Shastram
Absolutely Sir.


Regards

Shastram

What is your mod about? Please notify me when it is done so I can download it. If you need help with any more units, feel free to contact me via e-mail or post on the forum. Have fun with the engineer! :)
 
For the mod, i'm just making some changes, making it better, adding some more civs that I like.. what i eventually want to do is make an INDIAN MOD. For people playing with Indian Civs, some more special units for India and things like that. For that I might need some help, i have some good ideas in mind, as a matter of fact, maybe we can prepare this mod together. You are so good with units. I tried the engineer, i made it a starting unit and damn .. amazing animations. I am going to really enjoy having him in my game :)

Thanks & Regards

Shastram
 
Originally posted by Shastram
For the mod, i'm just making some changes, making it better, adding some more civs that I like.. what i eventually want to do is make an INDIAN MOD. For people playing with Indian Civs, some more special units for India and things like that. For that I might need some help, i have some good ideas in mind, as a matter of fact, maybe we can prepare this mod together. You are so good with units. I tried the engineer, i made it a starting unit and damn .. amazing animations. I am going to really enjoy having him in my game :)

Thanks & Regards

Shastram
sounds cool. good luck and if you need any assistance, don't hesitate to ask - I'm happy to help make any units you may need.
 
How are people implementing this unit? I'm VERY excited about putting it in before I start my next game, but I have a few questions.

Can we just ignore the modern worker change over in graphics that's hardwired into the game?

Do we add this as a free upgrade to regular workers available with some tech, while simultaneously adding double worker rate to that tech?

Will the computer know to upgrade workers? Will it bother? After all, the only reason to do this is to change the graphics. If the work rate is part of the tech advance, your old workers will work at the same pace as the engineers. Maybe the computer will just do it for new workers created, though I stop building workers sometime around the beginning of the middle ages, because of all those I capture.

Love to hear some thoughts from anyone who's already put the engineer in place.
 
here is my plan, though i haven't implemented it yet.

create new unit laborer = current modern worker, available with steam power - moves two - change steam power to double worker rate instead of current tech replacebale parts.

create new unit engineer = use this unit, available with motorized transport, or something around there, moves three - motorized transport would then double worker rate (or whatever tech you make the engineer available with).

giving the additional movement should give the ai an incentive to upgrade to the engineer.
 
ok modern worker is NOT A NEW UNIT! it is just the worker unit with "modern" looking animations that start in the industrial ages

just put yer engineer wherever, and make workers upgrade to engineer.

and then if yer so worried about the work rate, make it so replaceable parts doesnt give work bonus, but the tech with yer engineer unit does! (or hell make them both!)
 
This is how I set it up:

The engineer has the abilities of both the settler and engineer, as well as airflift ability, and a larger move factor.

Both settlers and workers upgrade to the engineer.

The modern worker comes in at steam power and doubles the rate
The engineer comes in at replaceable parts and doubles the rate

This seems to work pretty well. Might need some more testing though.
 
Being that i am a canuck.. are you able to make a MOUNTIE? animation?.. If you were to take the Horseman and made his
upper half a Red coat with black rank stripes on the shoulders.. wearing a big Brown hat with a black stripe on it and his pants all black with a yellow strip following the outside seam of his leg and his pike being turned into a flag pole with the Canadian flag whispering in the wind from his charge i think it would be perfect
I know when the Canada civ mod came out MANY MANY MANY people felt the mountie would be a cool unit. I have already made a horseman into a Mountie already just that it doesn't look right and their is no distinction from the horseman and the mountie :( because i don't know how to make animations

OH!.. Anyone here know how to creat wonders?????
anytime i create one i get to the screan where it loads up the Wondersplash art file and it crashes.. HELP!!!
 
Originally posted by purplexus
Being that i am a canuck.. are you able to make a MOUNTIE? animation?.. If you were to take the Horseman and made his
upper half a Red coat with black rank stripes on the shoulders.. wearing a big Brown hat with a black stripe on it and his pants all black with a yellow strip following the outside seam of his leg and his pike being turned into a flag pole with the Canadian flag whispering in the wind from his charge i think it would be perfect
I know when the Canada civ mod came out MANY MANY MANY people felt the mountie would be a cool unit. I have already made a horseman into a Mountie already just that it doesn't look right and their is no distinction from the horseman and the mountie :( because i don't know how to make animations

OH!.. Anyone here know how to creat wonders?????
anytime i create one i get to the screan where it loads up the Wondersplash art file and it crashes.. HELP!!!

I will put the mountie on my to-do list. Sounds like a cool unit. It would only be available to Canada I'm assuming, right?

As far as the wonders, the reason the game is crashing is because it doesn't know what picture to show for new wonders. What you need to do is go into CivEdit, and count (starting at 63) up to your wonder to see which number corresponds to your wonder.
For example:
63 Battlefield Medicine
64-72 Spaceship parts
If you haven't added any improvements or wonders the next slot would be 73.

Then, open PediaIcons.txt and look for the section that looks like this:
#WON_SPLASH_62
art\wonder splash\intell.pcx
#WON_SPLASH_63
art\wonder splash\Battlefield Medicine.pcx

Add your own picture at the end
For example, let's say I added a wonder and it was number 73 in the list, I would add:
#WON_SPLASH_73
art\wonder splash\my file.pcx

Hope that helps
 
NEW VERSION OF ZIP FILE AVAILABLE HERE:

(first version removed after 114 downloads)

changes:
updated readme.txt
updated engineerpediatext.txt

(ver. 2 removed after 83 downloads)

Version 3.0 Available:
changesL
updated engineerpediatext.txt
 
Thanks a bunch for the for the info on the wonders.. yup that was the problem.. created a wonder that when you build it creates a depot for the new deputies in each city.. each depot reduces the corruption. you must have built 8 depots already
with the depots costing 80 shields and the WONDER costing 600
shields. courthouse has been removed from play in this game.
Wonders name is the TRAINING DEPOT. it was the only way i could think of placing a wonder of this type. didn't make sense to build a Supreme court in order to place a courthouse in each city.
made sense for the training depot because the Deputy is able to wonder away from the Training depot and build a depot once arriving in a city... Now if all i had was a mounty
 
SYSTEM FREEZES!

When trying to run the attached mountierun.flc the civ3 games freezes.. since i am new at trying to create these things.. what did i do wrong?

I took the Horsemanrun.flc and edited the frames within that is all.
not all of them are completed but should i be using animation workshop 3? the number of flics is the same and the size should also be the same.
sending it to ya hoping you'll look at it a sec

really appreciate it.
 
I think you should start a new thread for the mountie unit rather than put mountie files on this one.
 
Originally posted by purplexus
When trying to run the attached mountierun.flc the civ3 games freezes.. since i am new at trying to create these things.. what did i do wrong?
really appreciate it.

you might want to check your mountie units ini file. First of all it must have the same name as the sub folder it is in. that sub folder must have the same name as the unit in the editor.
Check the RUN= line and make sure it is set to the name of your file: mountierun.flc

your file must have an animation for the DEFAULT= line or the game will freeze up

I will check the zip file for the flc and see if i can get it to work on mine.


p.s. the picture looks cool
 
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