PPQ Flavor Module

1. XML-vise I read what unit_art_style the civ is using and attach my models to that. I don't create new ones as that would require editing the civ infos file which would be dumb.

2. I did not know that. Now I shall.
 
I've managed to get it to load just fine. But for some reason when my .kf file references an effect defined in the separate module by name it just does not load at all. Any ideas?
 
Here is a test package. It includes two zip files, one per module and the XML needed to rig them up.
Just put the XML anywhere into the PPQ_Navy module and it should work. (or rather not work as the case may be.

The desired effect is for the ship to pull over sideways like it should and than zap the other with a beam of lightning.

Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_FRIGATE</Type>
            <Button>Art/Interface/Buttons/Units/Frigate.dds</Button>
            <fScale>0.23</fScale>
            <fInterfaceScale>0.5</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Modules/NormalModules/PPQ_NAVY/Frigates/Frigate.nif</NIF>
            <KFM>Modules/NormalModules/PPQ_NAVY/Frigates/LIGHTNING.kfm</KFM>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/FrigateShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>1</fShadowScale>
            </ShadowDef>
            <iDamageStates>4</iDamageStates>
            <TrailDefinition>
                <Texture>Art/Shared/water_ship_wake.dds</Texture>
                <fWidth>1</fWidth>
                <fLength>180</fLength>
                <fTaper>1</fTaper>
                <fFadeStartTime>0.2</fFadeStartTime>
                <fFadeFalloff>0.35</fFadeFalloff>
            </TrailDefinition>
                <fBattleDistance>0.35</fBattleDistance>
                <fRangedDeathTime>0.31</fRangedDeathTime>
                <bSmoothMove>1</bSmoothMove>
                <fAngleInterpRate>720</fAngleInterpRate>
                <fExchangeAngle>25</fExchangeAngle>
                <bActAsRanged>0</bActAsRanged>
                <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop>LOOPSTEP_OCEAN2</AudioRunTypeLoop>
                <AudioRunTypeEnd>ENDSTEP_OCEAN2</AudioRunTypeEnd>
            </AudioRunSounds>
            <SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
            <ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
        </UnitArtInfo>
 

Attachments

https://forums.civfanatics.com/resources/ppq_flavor-module-ships-edition.27192/

Here is a new edition of my flavor module for Ashes of Erebus. This time it's naval units. This edition of the unit mod features 4 complete civilization art sets each with fully unique teamcolors and flags and all based on the same set of models.

Screenshots to exemplify:
Elf Galleon.JPG Sunbeam Combat.JPG ElfGalley.JPG Solar Frigate.JPG DarkCarrack.JPG DarkTrireme.JPG

Future upgrades will include new model lines for the other civs. So stay tuned for those.
 
Last edited:
Ship set evil progress report:
Calabim - 100%
Infernal - 100%
D'Tesh - 0%
Mystery race 1 - 100%
Extra - ???

:)
 
Posted a small update on the elven ships.
 
Can anyone suggest what would be a good color scheme for the D'tesh? I am struggling to make them distinct from the black+red, black+purple and scorched wood motives I already have going.
 
can you put an example of the motives you want to avoid, so that i can say more than "black and white", or "black and grey", or "black and the weird green that is used as flesh color for some dtesh units"?
 
Basically I want to avoid them looking like either a black ship with black sails and a red stripe, black ships with purple sails and a purple stripe and burned out black ships.
 
I contemplated that. But the D'tesh aren't really ghost ships or anything like that. They are just crewed by undead. And the even undead would have a vested interest in keeping the ship maintained. What you describe is basically my unique model for the two undead UU ships we have in the game. Did I ever upload that one by the way?
 
I just looked and apparently I didn't. Expect it in my next release which will be in the next week or two.
Also, if you wouldn't mind separating the XML art defines for the Sailors Dirge and Flying Patrian so that I can make two distinct models for them as opposed to them using the same one as they are now.
 
I decided to withdraw D'tesh from the undead/evil culture group on account of their lore. They need special treatment. That in turn means release is imminent.
 
I fixed that issue long ago. Turns out it was some faulty string copy work on my end.
 
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