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Problem using Warlords units in BtS

Discussion in 'Civ4 - Creation & Customization' started by Asjo, Jun 13, 2008.

  1. Asjo

    Asjo Warlord

    Joined:
    Jan 23, 2006
    Messages:
    115
    I had a scenario which incorporated a lot of units, using the unit graphics from these forums.

    When I tried to convert it to BtS, almost none of the units looked liked themselves - it would seem that it's defined by the KFM-file ... or they just don't work in BtS. I'm hoping someone could explain what could make the difference.

    Here's an example of a unit which is showing as a usual knight instead of being a Zulu knight.

    Taken from: http://forums.civfanatics.com/showthread.php?t=245089&highlight=zulu

    Code:

    Code:
    		<UnitArtInfo>
    			<Type>ART_DEF_UNIT_ZULU_KNIGHT</Type>
    			<Button>Art/Interface/Buttons/Units/zuluknight.dds</Button>
    			<fScale>0.42</fScale>
    			<fInterfaceScale>0.9</fInterfaceScale>
    			<bActAsLand>0</bActAsLand>
    			<bActAsAir>0</bActAsAir>
    			<NIF>Art/Units/zuluknight/knight.nif</NIF>
    			<KFM>Art/Units/Charlemagne_HeavyCavalry/HeavyCavalry.kfm</KFM>
    			<SHADERNIF>Art/Units/zuluknight/knight.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_UNIT</TrainSound>
    			<AudioRunSounds>
    				<AudioRunTypeLoop/>
    				<AudioRunTypeEnd/>
    			</AudioRunSounds>
    		</UnitArtInfo>
    Zulu knight in CIV4UnitInfos:

    Code:
    		<UnitInfo>
    			<Class>UNITCLASS_KNIGHT</Class>
    			<Type>UNIT_ZULU_KNIGHT</Type>
    			<UniqueNames/>
    			<Special>NONE</Special>
    			<Capture>NONE</Capture>
    			<Combat>UNITCOMBAT_MOUNTED</Combat>
    			<Domain>DOMAIN_LAND</Domain>
    			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>NONE</SeeInvisible>
    			<Description>Zulu Knight</Description>
    			<Civilopedia>TXT_KEY_UNIT_KNIGHT_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_UNIT_KNIGHT_STRATEGY</Strategy>
    			<Advisor>ADVISOR_MILITARY</Advisor>
    			<bAnimal>0</bAnimal>
    			<bFood>0</bFood>
    			<bNoBadGoodies>0</bNoBadGoodies>
    			<bOnlyDefensive>0</bOnlyDefensive>
    			<bNoCapture>0</bNoCapture>
    			<bQuickCombat>0</bQuickCombat>
    			<bRivalTerritory>0</bRivalTerritory>
    			<bMilitaryHappiness>1</bMilitaryHappiness>
    			<bMilitarySupport>1</bMilitarySupport>
    			<bMilitaryProduction>1</bMilitaryProduction>
    			<bPillage>1</bPillage>
    			<bSpy>0</bSpy>
    			<bSabotage>0</bSabotage>
    			<bDestroy>0</bDestroy>
    			<bStealPlans>0</bStealPlans>
    			<bInvestigate>0</bInvestigate>
    			<bCounterSpy>0</bCounterSpy>
    			<bFound>0</bFound>
    			<bGoldenAge>0</bGoldenAge>
    			<bInvisible>0</bInvisible>
    			<bFirstStrikeImmune>1</bFirstStrikeImmune>
    			<bNoDefensiveBonus>1</bNoDefensiveBonus>
    			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
    			<bCanMoveImpassable>0</bCanMoveImpassable>
    			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
    			<bFlatMovementCost>0</bFlatMovementCost>
    			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqBonuses>0</bPrereqBonuses>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bMechanized>0</bMechanized>
    			<bSuicide>0</bSuicide>
    			<bHiddenNationality>0</bHiddenNationality>
    			<bAlwaysHostile>0</bAlwaysHostile>
    			<UnitClassUpgrades>
    				<UnitClassUpgrade>
    					<UnitClassUpgradeType>UNITCLASS_CUIRASSIER</UnitClassUpgradeType>
    					<bUnitClassUpgrade>1</bUnitClassUpgrade>
    				</UnitClassUpgrade>
    			</UnitClassUpgrades>
    			<UnitClassTargets/>
    			<UnitCombatTargets/>
    			<UnitClassDefenders/>
    			<UnitCombatDefenders/>
    			<FlankingStrikes>
    				<FlankingStrike>
    					<FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
    					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    				<FlankingStrike>
    					<FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass>
    					<iFlankingStrength>100</iFlankingStrength>
    				</FlankingStrike>
    			</FlankingStrikes>
    			<UnitAIs>
    				<UnitAI>
    					<UnitAIType>UNITAI_ATTACK</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_PILLAGE</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    			</UnitAIs>
    			<NotUnitAIs/>
    			<Builds/>
    			<ReligionSpreads/>
    			<CorporationSpreads/>
    			<GreatPeoples/>
    			<Buildings/>
    			<ForceBuildings/>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			<PrereqCorporation>NONE</PrereqCorporation>
    			<PrereqBuilding>NONE</PrereqBuilding>
    			<PrereqTech>TECH_GUILDS</PrereqTech>
    			<TechTypes>
    				<PrereqTech>TECH_HORSEBACK_RIDING</PrereqTech>
    				<PrereqTech>NONE</PrereqTech>
    				<PrereqTech>NONE</PrereqTech>
    			</TechTypes>
    			<BonusType>BONUS_HORSE</BonusType>
    			<PrereqBonuses>
    				<BonusType>BONUS_IRON</BonusType>
    				<BonusType>NONE</BonusType>
    				<BonusType>NONE</BonusType>
    				<BonusType>NONE</BonusType>
    			</PrereqBonuses>
    			<ProductionTraits/>
    			<Flavors/>
    			<iAIWeight>0</iAIWeight>
    			<iCost>50</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			<iAdvancedStartCost>100</iAdvancedStartCost>
    			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    			<iMinAreaSize>-1</iMinAreaSize>
    			<iMoves>2</iMoves>
    			<bNoRevealMap>0</bNoRevealMap>
    			<iAirRange>0</iAirRange>
    			<iAirUnitCap>0</iAirUnitCap>
    			<iDropRange>0</iDropRange>
    			<iNukeRange>-1</iNukeRange>
    			<iWorkRate>0</iWorkRate>
    			<iBaseDiscover>0</iBaseDiscover>
    			<iDiscoverMultiplier>0</iDiscoverMultiplier>
    			<iBaseHurry>0</iBaseHurry>
    			<iHurryMultiplier>0</iHurryMultiplier>
    			<iBaseTrade>0</iBaseTrade>
    			<iTradeMultiplier>0</iTradeMultiplier>
    			<iGreatWorkCulture>0</iGreatWorkCulture>
    			<iEspionagePoints>0</iEspionagePoints>
    			<TerrainImpassables/>
    			<FeatureImpassables/>
    			<TerrainPassableTechs/>
    			<FeaturePassableTechs/>
    			<iCombat>6</iCombat>
    			<iCombatLimit>100</iCombatLimit>
    			<iAirCombat>0</iAirCombat>
    			<iAirCombatLimit>0</iAirCombatLimit>
    			<iXPValueAttack>4</iXPValueAttack>
    			<iXPValueDefense>2</iXPValueDefense>
    			<iFirstStrikes>0</iFirstStrikes>
    			<iChanceFirstStrikes>0</iChanceFirstStrikes>
    			<iInterceptionProbability>0</iInterceptionProbability>
    			<iEvasionProbability>0</iEvasionProbability>
    			<iWithdrawalProb>0</iWithdrawalProb>
    			<iCollateralDamage>0</iCollateralDamage>
    			<iCollateralDamageLimit>0</iCollateralDamageLimit>
    			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
    			<iCityAttack>0</iCityAttack>
    			<iCityDefense>0</iCityDefense>
    			<iAnimalCombat>0</iAnimalCombat>
    			<iHillsAttack>0</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<TerrainNatives/>
    			<FeatureNatives/>
    			<TerrainAttacks/>
    			<TerrainDefenses/>
    			<FeatureAttacks/>
    			<FeatureDefenses/>
    			<UnitClassAttackMods/>
    			<UnitClassDefenseMods/>
    			<UnitCombatMods>
    				<UnitCombatMod>
    					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
    					<iUnitCombatMod>25</iUnitCombatMod>
    				</UnitCombatMod>
    			</UnitCombatMods>
    			<UnitCombatCollateralImmunes/>
    			<DomainMods/>
    			<BonusProductionModifiers/>
    			<iBombRate>0</iBombRate>
    			<iBombardRate>0</iBombardRate>
    			<SpecialCargo>NONE</SpecialCargo>
    			<DomainCargo>NONE</DomainCargo>
    			<iCargo>0</iCargo>
    			<iConscription>0</iConscription>
    			<iCultureGarrison>6</iCultureGarrison>
    			<iExtraCost>0</iExtraCost>
    			<iAsset>2</iAsset>
    			<iPower>3</iPower>
    			<UnitMeshGroups>
    				<iGroupSize>3</iGroupSize>
    				<fMaxSpeed>1.75</fMaxSpeed>
    				<fPadTime>1</fPadTime>
    				<iMeleeWaveSize>3</iMeleeWaveSize>
    				<iRangedWaveSize>3</iRangedWaveSize>
    				<UnitMeshGroup>
    					<iRequired>3</iRequired>
    					<EarlyArtDefineTag>ART_DEF_UNIT_ZULU_KNIGHT</EarlyArtDefineTag>
    				</UnitMeshGroup>
    			</UnitMeshGroups>
    			<FormationType>FORMATION_TYPE_DEFAULT</FormationType>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<FreePromotions>
    				<FreePromotion>
    					<PromotionType>PROMOTION_MOBILITY</PromotionType>
    					<bFreePromotion>1</bFreePromotion>
    				</FreePromotion>
    			</FreePromotions>
    			<LeaderPromotion>NONE</LeaderPromotion>
    			<iLeaderExperience>0</iLeaderExperience>
    		</UnitInfo>
    And a unit which is displayed correctly. A Xebec, replacing frigate for the Arabic nation.

    Taken from: http://forums.civfanatics.com/showthread.php?t=244059 (I think)

    Code:
    		<UnitArtInfo>
    			<Type>ART_DEF_UNIT_ARABIAN_XEBEC</Type>
    			<Button>Art/Interface/Buttons/Units/xebec.dds</Button>
    			<fScale>0.23</fScale>
    			<fInterfaceScale>0.5</fInterfaceScale>
    			<bActAsLand>0</bActAsLand>
    			<bActAsAir>0</bActAsAir>
    			<NIF>Art/Units/xebec/Xebec.nif</NIF>
    			<KFM>Art/Units/xebec/Xebec.kfm</KFM>
    			<SHADERNIF>Art/Units/xebec/Xebec_Fx.nif</SHADERNIF>
    			<ShadowDef>
    				<ShadowNIF>Art/Units/01_UnitShadows/FrigateShadow.nif</ShadowNIF>
    				<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
    				<fShadowScale>1.0</fShadowScale>
    			</ShadowDef>
    			<iDamageStates>4</iDamageStates>
    			<TrailDefinition>
    				<Texture>Art/Shared/water_ship_wake.dds</Texture>
    				<fWidth>1</fWidth>
    				<fLength>180.0</fLength>
    				<fTaper>1</fTaper>
    				<fFadeStartTime>.2</fFadeStartTime>
    				<fFadeFalloff>0.35</fFadeFalloff>
    			</TrailDefinition>
    			<fBattleDistance>0.35</fBattleDistance>
    			<fRangedDeathTime>0.31</fRangedDeathTime>
    			<bSmoothMove>1</bSmoothMove>
    			<fAngleInterpRate>720.0</fAngleInterpRate>
    			<fBankRate>.3</fBankRate>
    			<fExchangeAngle>25.0</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>
    Xebec in CIV4UnitInfos:

    Code:
    		<UnitInfo>
    			<Class>UNITCLASS_FRIGATE</Class>
    			<Type>UNIT_ARABIAN_XEBEC</Type>
    			<UniqueNames/>
    			<Special>NONE</Special>
    			<Capture>NONE</Capture>
    			<Combat>UNITCOMBAT_NAVAL</Combat>
    			<Domain>DOMAIN_SEA</Domain>
    			<DefaultUnitAI>UNITAI_ATTACK_SEA</DefaultUnitAI>
    			<Invisible>NONE</Invisible>
    			<SeeInvisible>NONE</SeeInvisible>
    			<Description>Xebec</Description>
    			<Civilopedia>TXT_KEY_UNIT_FRIGATE_PEDIA</Civilopedia>
    			<Strategy>TXT_KEY_UNIT_FRIGATE_STRATEGY</Strategy>
    			<Advisor>ADVISOR_MILITARY</Advisor>
    			<bAnimal>0</bAnimal>
    			<bFood>0</bFood>
    			<bNoBadGoodies>0</bNoBadGoodies>
    			<bOnlyDefensive>0</bOnlyDefensive>
    			<bNoCapture>0</bNoCapture>
    			<bQuickCombat>0</bQuickCombat>
    			<bRivalTerritory>0</bRivalTerritory>
    			<bMilitaryHappiness>0</bMilitaryHappiness>
    			<bMilitarySupport>1</bMilitarySupport>
    			<bMilitaryProduction>1</bMilitaryProduction>
    			<bPillage>1</bPillage>
    			<bSpy>0</bSpy>
    			<bSabotage>0</bSabotage>
    			<bDestroy>0</bDestroy>
    			<bStealPlans>0</bStealPlans>
    			<bInvestigate>0</bInvestigate>
    			<bCounterSpy>0</bCounterSpy>
    			<bFound>0</bFound>
    			<bGoldenAge>0</bGoldenAge>
    			<bInvisible>0</bInvisible>
    			<bFirstStrikeImmune>0</bFirstStrikeImmune>
    			<bNoDefensiveBonus>0</bNoDefensiveBonus>
    			<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
    			<bCanMoveImpassable>0</bCanMoveImpassable>
    			<bCanMoveAllTerrain>0</bCanMoveAllTerrain>
    			<bFlatMovementCost>0</bFlatMovementCost>
    			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
    			<bNukeImmune>0</bNukeImmune>
    			<bPrereqBonuses>0</bPrereqBonuses>
    			<bPrereqReligion>0</bPrereqReligion>
    			<bMechanized>1</bMechanized>
    			<bRenderBelowWater>1</bRenderBelowWater>
    			<bSuicide>0</bSuicide>
    			<bHiddenNationality>0</bHiddenNationality>
    			<bAlwaysHostile>0</bAlwaysHostile>
    			<UnitClassUpgrades>
    				<UnitClassUpgrade>
    					<UnitClassUpgradeType>UNITCLASS_DESTROYER</UnitClassUpgradeType>
    					<bUnitClassUpgrade>1</bUnitClassUpgrade>
    				</UnitClassUpgrade>
    			</UnitClassUpgrades>
    			<UnitClassTargets/>
    			<UnitCombatTargets/>
    			<UnitClassDefenders/>
    			<UnitCombatDefenders/>
    			<FlankingStrikes/>
    			<UnitAIs>
    				<UnitAI>
    					<UnitAIType>UNITAI_ATTACK_SEA</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_ESCORT_SEA</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    				<UnitAI>
    					<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
    					<bUnitAI>1</bUnitAI>
    				</UnitAI>
    			</UnitAIs>
    			<NotUnitAIs/>
    			<Builds/>
    			<ReligionSpreads/>
    			<CorporationSpreads/>
    			<GreatPeoples/>
    			<Buildings/>
    			<ForceBuildings/>
    			<HolyCity>NONE</HolyCity>
    			<ReligionType>NONE</ReligionType>
    			<StateReligion>NONE</StateReligion>
    			<PrereqReligion>NONE</PrereqReligion>
    			<PrereqCorporation>NONE</PrereqCorporation>
    			<PrereqBuilding>NONE</PrereqBuilding>
    			<PrereqTech>TECH_CHEMISTRY</PrereqTech>
    			<TechTypes>
    				<PrereqTech>TECH_ASTRONOMY</PrereqTech>
    				<PrereqTech>NONE</PrereqTech>
    				<PrereqTech>NONE</PrereqTech>
    			</TechTypes>
    			<BonusType>BONUS_IRON</BonusType>
    			<PrereqBonuses/>
    			<ProductionTraits/>
    			<Flavors/>
    			<iAIWeight>0</iAIWeight>
    			<iCost>75</iCost>
    			<iHurryCostModifier>0</iHurryCostModifier>
    			<iAdvancedStartCost>100</iAdvancedStartCost>
    			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
    			<iMinAreaSize>20</iMinAreaSize>
    			<iMoves>4</iMoves>
    			<bNoRevealMap>0</bNoRevealMap>
    			<iAirRange>0</iAirRange>
    			<iAirUnitCap>0</iAirUnitCap>
    			<iDropRange>0</iDropRange>
    			<iNukeRange>-1</iNukeRange>
    			<iWorkRate>0</iWorkRate>
    			<iBaseDiscover>0</iBaseDiscover>
    			<iDiscoverMultiplier>0</iDiscoverMultiplier>
    			<iBaseHurry>0</iBaseHurry>
    			<iHurryMultiplier>0</iHurryMultiplier>
    			<iBaseTrade>0</iBaseTrade>
    			<iTradeMultiplier>0</iTradeMultiplier>
    			<iGreatWorkCulture>0</iGreatWorkCulture>
    			<iEspionagePoints>0</iEspionagePoints>
    			<TerrainImpassables/>
    			<FeatureImpassables/>
    			<TerrainPassableTechs/>
    			<FeaturePassableTechs/>
    			<iCombat>4</iCombat>
    			<iCombatLimit>100</iCombatLimit>
    			<iAirCombat>0</iAirCombat>
    			<iAirCombatLimit>0</iAirCombatLimit>
    			<iXPValueAttack>4</iXPValueAttack>
    			<iXPValueDefense>2</iXPValueDefense>
    			<iFirstStrikes>0</iFirstStrikes>
    			<iChanceFirstStrikes>0</iChanceFirstStrikes>
    			<iInterceptionProbability>0</iInterceptionProbability>
    			<iEvasionProbability>0</iEvasionProbability>
    			<iWithdrawalProb>40</iWithdrawalProb>
    			<iCollateralDamage>0</iCollateralDamage>
    			<iCollateralDamageLimit>0</iCollateralDamageLimit>
    			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
    			<iCityAttack>0</iCityAttack>
    			<iCityDefense>0</iCityDefense>
    			<iAnimalCombat>0</iAnimalCombat>
    			<iHillsAttack>0</iHillsAttack>
    			<iHillsDefense>0</iHillsDefense>
    			<TerrainNatives/>
    			<FeatureNatives/>
    			<TerrainAttacks/>
    			<TerrainDefenses/>
    			<FeatureAttacks/>
    			<FeatureDefenses/>
    			<UnitClassAttackMods/>
    			<UnitClassDefenseMods/>
    			<UnitCombatMods/>
    			<UnitCombatCollateralImmunes/>
    			<DomainMods/>
    			<BonusProductionModifiers/>
    			<iBombRate>0</iBombRate>
    			<iBombardRate>10</iBombardRate>
    			<SpecialCargo>NONE</SpecialCargo>
    			<DomainCargo>DOMAIN_LAND</DomainCargo>
    			<iCargo>0</iCargo>
    			<iConscription>0</iConscription>
    			<iCultureGarrison>0</iCultureGarrison>
    			<iExtraCost>0</iExtraCost>
    			<iAsset>2</iAsset>
    			<iPower>5</iPower>
    			<UnitMeshGroups>
    				<iGroupSize>1</iGroupSize>
    				<fMaxSpeed>2.25</fMaxSpeed>
    				<fPadTime>1</fPadTime>
    				<iMeleeWaveSize>1</iMeleeWaveSize>
    				<iRangedWaveSize>1</iRangedWaveSize>
    				<UnitMeshGroup>
    					<iRequired>1</iRequired>
    					<EarlyArtDefineTag>ART_DEF_UNIT_ARABIAN_XEBEC</EarlyArtDefineTag>
    				</UnitMeshGroup>
    			</UnitMeshGroups>
    			<FormationType>FORMATION_TYPE_MACHINE</FormationType>
    			<HotKey/>
    			<bAltDown>0</bAltDown>
    			<bShiftDown>0</bShiftDown>
    			<bCtrlDown>0</bCtrlDown>
    			<iHotKeyPriority>0</iHotKeyPriority>
    			<FreePromotions/>
    			<LeaderPromotion>NONE</LeaderPromotion>
    			<iLeaderExperience>0</iLeaderExperience>
    		</UnitInfo>
     
  2. rockinroger

    rockinroger WoC Team Member

    Joined:
    Feb 6, 2006
    Messages:
    1,312
    Location:
    Overland Park, Kansas
    Is the XMl for these units from bts or warlords? I did a compare of the ArtInfo and these are several tags that a different and missing. For BTS the tags have to match BTS XM. There are several new tags in BTS. You can cut a unit from BTS, save it to notepad, then do the same unit from Warlords. Then compare the 2 to find the new tags.
     
  3. Refar

    Refar Deity

    Joined:
    Apr 10, 2005
    Messages:
    4,608
    Why are you linking the Zulu Knight to Charlemagne_HeavyCavalry anims ? As far as i can see, there is a KFM delivered with that Zulu knight unit, os you should use these...

    Code:
    			<NIF>Art/Units/zuluknight/knight.nif</NIF>
    			<KFM>[COLOR="Red"]Art/Units/Charlemagne_HeavyCavalry/HeavyCavalry.kfm[/COLOR]</KFM>
    			<SHADERNIF>Art/Units/zuluknight/knight.nif</SHADERNIF>
    I don't see nothing wrong in the Xebec Art Define, but i am 100% sure that it does work on BTS, because its were it was made and tested for.
     
  4. Asjo

    Asjo Warlord

    Joined:
    Jan 23, 2006
    Messages:
    115
    rockinroger, the art XML for the Zulu Knight wad copies from the knight in BtS and changed to fit what I had put in the XML when I made the scenario in Warlords. I does however look like the HeavyCavalry, not like a Zulu Knight :(

    Refar, the Zulu knight had a heavycavalry animation included which didn't work for Warlords, which is why I ended up using the other. I have tried switching to the included animation, but that didn't help any bit.

    And the Xebec is an example of a unit that DOES work, as I also write in my post above. So, nothing wrong with the unit you made :p
     
  5. Refar

    Refar Deity

    Joined:
    Apr 10, 2005
    Messages:
    4,608
    I just tried the Zulu knight on my game (renamed files -> custom assets) and it seems to work. He was made for BTS aw well btw - the Charlemagne Animations came with BTS....

    Try this:

    Use the Nif's and Kfm that the author released with the unit (keeping all art defines in the smae folder). In addition copy Charlemagne_HeavyCavalry.NIF into the Zulu Knight folder - no need to link the art defines on it, it just needs to be there, since it is referenced in the KFM file.

    Oh missed it sorry ;)
     
  6. Asjo

    Asjo Warlord

    Joined:
    Jan 23, 2006
    Messages:
    115
    It ****** worked. Thanks. That's just one unit, though. I think the reason it worked was that I had renamed the old heavycavalry.kfm included to make it work for Warlords, but now I just just made a new directory with all the old ones and copied in the NIF-file as you asked.

    I have a list of units to fix. I started trying to fix my Greek Cavalry. The Greek cavalry is taken from here: http://forums.civfanatics.com/showthread.php?t=245442

    I think I only replaced the shield. Now, I tried making a new directory with all the original files. I then copied in the conquistador KFM file from my extracted civ4assets for Warlords and copied the NIF-file as well. Suddenly, I had the right knight, but he had a frozen animation with his arms up in the air. Then I copied all conquistador files from civ4assets to make sure no animations were missing, but then I ended up with a conquistador unit once again. What could be wrong? It worked just fine referring to the conquistardor KFM and using the original files for the unit.

    Other units I'm having problems with:

    Mandekalu (Mali Knight) = Conquistador [couldn't find link, they look like this: http://img174.imageshack.us/img174/3892/mandekaluni8.jpg]

    Medjay = Longbowman [http://forums.civfanatics.com/downloads.php?do=file&id=6179]

    Kobukson = Galley [http://forums.civfanatics.com/downloads.php?do=file&id=4279]

    Kogge = Caravel [http://forums.civfanatics.com/downloads.php?do=file&id=4279]

    Quinqereme = Trireme [no link, looks like this: http://img107.imageshack.us/img107/5622/quinqeremezm5.jpg]

    Longboat = Galley [this one, I think: http://forums.civfanatics.com/downloads.php?do=file&id=5948]

    None of them have included animations, it seems. And I can see that I have linked to the original directory of all the KFM-files instead of copying the KFM-files into the directory of the unit. Before I start making a lot of changes, I wondering if that is the problem ... but won't I end up with a frozen animation like with my Greek knight?

    All units can be seen fully functional in my Warlords scenario: Falten Lallery XVII
     
  7. The_Coyote

    The_Coyote Emperor

    Joined:
    Mar 1, 2008
    Messages:
    1,367
    Location:
    Europe
    i´m not 100% sure if i understood what you did, but the way i understood it, this could be possible errors.

    First, you said you copied the nif and the kfm files (not the kfs)? The nif is necessary because the kfm file links to this nif, but the kfm files also links to the kf´s. The kf´s are the animation files for certain situation, so if you didn´t copied them, there can´t be an animation.

    Second, do you play with frozen animation activated? If yes, there will be some problems with units (the frozen animation is taken from the folder where the animation is, when a unit uses the animation of another unit, the frozen animation of this unit is used, the exact frozen animation positions are done with the nifs with freeze in his name). As short help, copy the used animation (NIF, KFM and kf files, but not the nifs with freeze in the name!) to the unit and link to this, there will be no working frozen animation but at least the model will not change and will be displayed correct.
     
  8. Asjo

    Asjo Warlord

    Joined:
    Jan 23, 2006
    Messages:
    115
    Sorry for the late response. Just got a new computer, so had to get everything running.

    It seems that Coyote's tip of copying the freeze-animation along with the KFM and NIF-files got the Greek knight working. I'll try the same with the other units.
     

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