Pack of Galley Variants

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I am using the correct animations- frigate.kfm and galley.kfm, and as I said, what's weird is the ships are animated (i.e. swaying) in the Civilopedia, and the unit details box in the lower left-hand corner of the UI, but not in the actual game.
 
I gather you've put them in BtS? I have the same problem. Looks like BtS does something to older models animations.
 
I used the trade galley as the default galley for all nations then used the original galley as a trireme replacement (UU Viking Longboat) for the Vikings... it can travel on ocean and can carry scouts/explorers, but is otherwise identical to a trireme.
 
I used the trade galley as the default galley for all nations then used the original galley as a trireme replacement (UU Viking Longboat) for the Vikings... it can travel on ocean and can carry scouts/explorers, but is otherwise identical to a trireme.

The differences exceed the similarities too much to call it identical, Wolfshanze! :lol:
Perhaps you'd better just link this graphic for the Viking caravel? ;)
 
The differences exceed the similarities too much to call it identical, Wolfshanze! :lol:
Perhaps you'd better just link this graphic for the Viking caravel? ;)
Negative ghost-rider... when's the last time you got a caravel at the beginning of the game?

The Vikings as the "explorers of the sea" get a head-start as any other power waiting for a caravel to show up. The longboat has identical speed and firepower as the Trireme, but ocean-going and scout-toting abilities several hundred years before caravels show up.

Let's say you have a Civ4 game with Spaniards and Vikings in it... the Vikings might already know about America 500 years before some silly Spanish explorer in a caravel would ever know about it.

I see about as much similarity in the longboat and caravel as the caravel and attack sub (both can go at sea and carry explorers and are seperated by 500 years). Besides... it's a Viking UU, not a new unit class. UUs are supposed to be better then what other folks have... of course, since you can't carry military or settlers, it's more a "gee-whiz" thing then anything close to a game-breaker... so I think it's a nice thing to have without being too much, plus it fits-in perfectly with the Viking spirit (explore new places before everyone else).

If I increased longboat firepower and speed by 50% each, and moved the tech requirements back about 500 years, then maybe you'd have a point.
 
Well... the way I see it (and mind you, I'm a grumpy old man)... there's about three ways you can tackle the Viking Longboat UU in a standard game.

1) The Galley way (replace Galley, make it ocean-going... still carries units of course).

2) The Caravel way (replace Caravel, instead of explorers/scouts, allow it to carry regular units... warriors/settlers).

3) The Trireme way (replace Trireme, make it ocean-going, carry one explorer/scout)... I ended up doing this.

I don't see much purpose going any further down the tech-tree for a Viking Longboat UU.

I suppose anyone could argue the strengths/merits of each of these three paths for a Longboat UU, and I wouldn't argue much about any of the three. My personal opinion is that option-1 is a bit-much... basically getting to go anywhere you want with military and settlers from the beginning of the game is a pretty huge bonus, and too-much IMHO. Option-2 isn't bad, but you'd be discovering the world at the same time as everyone else. There'd be no heads-up "I already knew about place" thing with the Vikings... you'd just get to settle far away places a little quicker then your neighbor, but it's still a crap shoot sending someone out on a caravel/longboat.

Overall, I liked Option-3 the best, because you didn't get to settle the whole map ahead of everyone else, but it does give you the option to LEARN about the rest of the map well in advance. You know about places like Greenland and America ahead of everyone else for example, but you don't get to put permanent settlements ahead of anyone (but you could use that map-knowledge to better-plan settler expeditions). I guess my end goal was to make Vikings the best naval scouts in the game, and I think the Trireme option was the best to reach that goal.

I'm sure others have done a Viking Longboat UU in their mods, but I'll state this right now... I've never seen any takes on the idea (not saying they don't exist, I just haven't downloaded and looked at the part of any mod that did... most mod downloads I've done has been for "borrowing" unit graphics). I did this out of my own head... not sure what anyone else has done in this field. That's my take... if there's a better Viking Longboat UU thought-process then any of the three above, I'd love to hear the idea.
 
Your option can still be a huge advantage. Depending on the map, early contact can gain you an edge in tech trading, religion spreading, and your pretty much guaranteed to get the around the world bonus.

I think you can have a unique unit have different tech requirement than base unit. Have longboat replace caravel but with a slightly earlier tech requirement.
 
Your option can still be a huge advantage. Depending on the map, early contact can gain you an edge in tech trading, religion spreading, and your pretty much guaranteed to get the around the world bonus.

I think you can have a unique unit have different tech requirement than base unit. Have longboat replace caravel but with a slightly earlier tech requirement.
You know, that's a good idea. Caravel comes with Optics Tech, perhaps I'd give it one regular unit (instead of special) and have it available with Compass Tech, which is one-tech sooner then Compass.
 
You know, that's a good idea. Caravel comes with Optics Tech, perhaps I'd give it one regular unit (instead of special) and have it available with Compass Tech, which is one-tech sooner then Compass.

You might want to make machinery as secondary tech requirement. Only takes 7 techs to get to compass. Takes 13 techs to get optics.
 
Speaking of animations, these Galleys aren't animated either (the oars don't work)... anyone know of a fix?
 
Have you tried using the Vanilla Galley animations instead of the Warlords/BTS ones ? I didn't tried myself, but as i read that it worked pre BTS, it must be still working if you use the old animation.
 
Have you tried using the Vanilla Galley animations instead of the Warlords/BTS ones ? I didn't tried myself, but as i read that it worked pre BTS, it must be still working if you use the old animation.
What's the date of the Galley.KFM file from vanilla? I tried unpacking my vanilla files and I seem to be getting 2006 files. Did Warlords or BTS change the original FPK files?

Maybe I need to reinstall Vanilla clean or something? Or does somebody have the correct KFM files?!?!?
 
One of the Vanilla patches - don't remember which one - changed the original FPK, cutting the originally one big file in 4 smaller ones. Later new animations for some of the Vanilla untis came with Warlords and/or BTS (Those are not packaged in the fpk but are plain in the Warlords/BTS folders).

Don't bother reinstalling. I had the Vanilla 1.0 files backed-up.
They have different Date (i guess when they were packaged) but are identical with those that are in the FPK now - checked every single one with diff (at least as far as the Galley is concerned).

Unfortunately those files seem not to solve the animation problem (I tried on the Galleas).
 
I'm going to play around with the KFMs a bit on this and see if I can get these to work or not (based on your upload of the vanilla galley files)... would be nice to get the oars to animate on these as well... especially since I replaced the "Viking" Galley with one of these trade galleys in my own mod (never could stand all the ancient world using viking longships for galleys!).
 
Drat... no-dice... can't get the rows to animate no matter which KFM I use...

I always liked the "no-shields, no-head, no-tail" trade-galley in this pic (top-left)... would be nice if I could get the rows to animate, but can't seem to get it to work!

ashipspic3lw8.jpg
 
It's not only the oars. During the fighting animation those galleys sit idle too. :(
 
Drat... no-dice... can't get the rows to animate no matter which KFM I use...

I always liked the "no-shields, no-head, no-tail" trade-galley in this pic (top-left)... would be nice if I could get the rows to animate, but can't seem to get it to work!

ashipspic3lw8.jpg

Those galleys (like my galleas) were animated for sure. I'll check what I can do to readd the animations.
 
That would be great Roland. Thanks for the offer of help.
 
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