Ready-Made 'standard' Multi-Figure Units

Steph, You REALLY need to open questions/bug/suggestions thead for your program so people can tell you and others what they think.

In the meantime, I have bug to report. In the frame viewer circle (whatever you call it), when holding the mouse button and rotating the mouse (in order to view the animation), the preview of the unit eventually dissappears, and only resets when you exit the program. Just thought you'd like to know.
 
Originally posted by Kryten

(Due to size, each multi-figure unit being between 1 & 2 megs, I have posted each one separately, to help people with slow modems)

Any chance you can roll them into a single file for those of us without slow modems?
 
Originally posted by Kryten
Can anyone out there help? :confused:

I possibly can help :). I can do the PTW multi-figure units and also the Custom units that I use the most :).

Edit: If I ever figure out how to get the "Dark Pink" area, that the game uses for Smoke/Shaddows, To be carried into the PCX frame. :mad:
 
I've had a short run through, getting to grips with the multi unit story board program, and its great; there are some problems that users may run in to the first attempt to use it, but once you figure out what you are doing wrong, its prety easy to use.

Here are some tips that I picked up, just to steer people round what I found to be the most obvious difficulties:
#1 Make sure the animations are the same size and the same length in frames.

#2 convert all your individual animations to the same pallete before attempting to merge them. They have to be in 256 colours and everything works best if you use an alpha blended pallete (one in which all the shadow colours are graded, from light to dark).

#3 where it says frames under the part where you enter the locations of the individual animations, this is asking you how many frames there are in the animation, it does not automaticly know! If you dont set this to the same amount of frames as are in the animations then you get lots of muck ups.

#4 when you reduce the size of the image it reduces the whole frame size, so that it can not be just saved as PCX and attacked back on to the original storyboard (the pcx and story board are now different sizes). when you create a new story board in flickster as a housing for the new PCX you must use a calculator to determine how big the new frames have to be.
For example; if you start with the max size and reduce it by 85% the new storyboard created by fickster must be 85% of 240= 204 pixels.

Remember the thing that you get from this utility is just an image-storyboard, in order to turn it back in to a flick you need it to be the same size as the original and have the same number of frames.

Oh well, probably caused more confusion than help there, but hopefully people should get the hang of this eventualy.

Finaly one other tip; Use an apropriate civ colour, as when you juggle the pallettes around some bits and peices can end up being not what they should, civ colours (especialy if you use red or blue) can become shadows and shadows can become civ colours. I would recomend using civ colour 10 (bright green) for units without a lot of camoflage and civ colour 1 (bright red) for units with a lot of green in them, risky as it can become shadow, but at least it cant mix with the green.
 
I forgot to ask:

How do the units look when in an army?

GIDustin
 
Looks great, but i'll Download them when Kryten or who ever works out all the bugs. :) No need DLing them 2 or 3 times after minor fixes.
 
Originally posted by CamDawg
Any chance you can roll them into a single file for those of us without slow modems?

Any chance that you could press the download button 16 times seeing that your modem is so fast? :p

(Actually, it's better to keep each one seperate, just in case I want to change any of them)
Which leads me on to.....

Volker,
I would download them now if I was you, because the only 'bug' at the moment is my new sound files, which there is a 'quick fix' for mentioned in the "Known Issues" part of the first post.
Speaking of the sound files.....

CivGeneral,
My cry for help was really for fixing the sound files 'screech'.....but, if like Civanator, you want to start with the modern multi-figure units, then we could meet at about the begining of the Industrial Age and get these Ready-Made Modpacks out even quicker. :D

Zulu,
Thanks again for fixing another .ini file.
(Maybe I should make you a new animated gif........"WRONG INI !!!" :lol: )

Smoking Mirror,
Good advice on using Steph's utility.
I think you should copy it and post it in Steph's SBB thread in this forum so that people can find it easier.
I am trying to write a full tutorial.....but although I have two hands, two eyes, and several other bits that come in two's, 'multi tasking' is not part of my programing!
So I'm afraid it's either a tutorial or part two of the Ready-Made Multi-Figure Modpack......not both. :crazyeye:

GIDustin,
Multi-figure armies look like this.....
 

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Originally posted by Kryten
.....but although I have two hands, two eyes, and several other bits that come in two's

I don't want to know... :rolleyes:

Originally posted by Kryten
So I'm afraid it's either a tutorial or part two of the Ready-Made Multi-Figure Modpack......not both. :crazyeye:

part two of the Ready-Made Multi-Figure Modpack, definitely ;)
 
Ok, ok thanks Zulu and Steph, I get it now! Now that that's over with, Kryten do you need any help making these units? If so I'll be lgad to help.
 
Originally posted by Kryten


Any chance that you could press the download button 16 times seeing that your modem is so fast? :p

Touche! ;) I only have the fast modem at work. I only have a 28.8 modem at home. Grrrrr... :mad:

BTW, the units look great and I'm looking forward to the rest. Thanks for your work!
 
I'll just finish a game in the modern era, then I'll start all over and get to see the MF units in action. I LOVE the idea, and the sneak peeks I took of the flc's made me really excited (OK, there are greater things in life, I know).

Just one question: Where are the MF unit FIDGET flc's? Sure, maybe I should see the units in the game before asking this question, and you guys would probably not make such a misstake, but I felt that it would be interesting to know why they are left out.

I guess the .ini file has been tweaked to not use the fidgeting, but, hey, why not address the issue. I hope you guys won't be cross with me.

Your doing a GREAT job, and I'm really looking forward to installing all other era MF units, as well as the PTW MF units.

Thanx!!!
 
Thank You! These multi-unit figures are so good that I just had to leave my "read-only" status and join the forum!

GOOD JOB, Kryten! :goodjob:

Since I'm one of those who prefers using the little time I've got to actually PLAY the game, I just love these ready-made units (no time to learn to use the editor...).

But, playing around with the units, I found one thing that annoyed me a bit: My cities disappear (behind the units) :cry:

Not knowing the logic behind the unit-files, I still ask: Is it possible to keep the original single-figure "fortify"-version of the unit? So that a city's garrison won't be so dominating?

Anyway, I hope the guys in FIRAXIS SEES THIS and include these ideas in later versions (who needs dinosaurs anyway...)!
 
Kryten,
I'm still wandering about that hoplite. Of course I'm not asking you to fix them all by hand, but could it be that you missed something in the conversion? Some evil pallette thing? Maybe some step in the process that you forgot?
 
Good news everybody........seesjuh has done some in depth game testing ( :goodjob: ) and has discovered that MF units DO NOT slow down the game speed!

Also, I have found a cure for the new sound wave 'screech'!
(It involves changing the name of the "charge" wave to something that the attack.amb file already knows about, and discarding the "melee" sound wave altogether.....
....a bit obvious when you think about it, but hindsight is a wonderful thing.... :crazyeye: )
I'll update the first post with these changes, as well as incorporating all of Zulu's corrected ini files (thanks BTW), probably as a new downloadable 'patch' zip file.

To Notech,
I have deliberately left out the 'fidget' animations (like most unit creators do) for several good reasons:-
1) very few people miss them
2) it makes the zip files a little bit smaller
3) I was not sure if the game speed would be affected
4) it's a lot of extra hard work just to make something that can rarely be seen
(Ok, I admit it......item 4 was the main reason!)
You could of course always use Steph's marvellous new utility to create your own fidget animations if you really want them....... ;)

To Datsekkar,
If you find that the new units obscure the cities, then you could always do this.......
Originally posted by Kryten
…..customise your units.
All you have to do is keep the original animations for most situations, but replace the attack/victory/death flc files with these new multi-figure ones.
Then they will only be seen during the combat sequences, thus not affecting the game speed and keeping the map free. :D
So, right-click on the animation FLC file that you don't like, rename it (add "MF" to the end so that you know that it is a "Multi-Figure" FLC), then place the original Civ3 FLC file in it's place, making sure that it has the same name.
There is no need to touch the .ini file, and this can even be done in the middle of a game. :)

To my old mate nonnob,
I'm sure that this has gone through your and every other cut-'n-pasters' mind; "why put just one figure in a frame when you could put six!".
But the person we should really thank is Steph.
Although we could cut-'n-paste one of these new units a week, his fantastic tool allows us to do it in less than half an hour! :eek:

To mrtn,
Originally posted by mrtn
I'm still wandering about that hoplite. Of course I'm not asking you to fix them all by hand, but could it be that you missed something in the conversion? Some evil pallette thing? Maybe some step in the process that you forgot?

I'm afraid not.

Just so that everybody knows what we are talking about, here is a picture of the multi-figure Hoplite flaw.....

Hoplite_flaw.gif


Here is the situation:-
Steph's lovely tool creates a bmp file, which we then have to transfer to the FLICster created storyboard.
Now the golden rule with shadows is this: "ALLWAYS use the nice grey alpha palette when cutting-'n-pasting shadows, otherwise they will be bright red or green in the FLICster 'clock-face', and in the game".

The problem is, as Moeniir says in the FLICster readme file, the alpha palette is only an approximation of how the unit will look in the game.
As you change from one palette to another, the colours are 'approximated', and sometimes they get changed slighty (in the case of the Hoplite, a blue-grey pixel has been 'approximated' into a more grey than blue one, which gets left out when transfering from the bmp to the storyboard).

But all is not lost mrtn!
I have found the missing pixel!
Here it is......

Hoplite_flaw_fix.gif


All you have to do to correct the Hoplite is to take a screenshot of this page, convert all the multi-figure animations into storyboards, then paste this missing pixel in to the 14 empty slots shown in the above frame.....and there are 15 frames per direction....and 8 directions....and 6 different flcs.......so it only needs to be pasted some 10,080 times. :D

(Alternatively, I could just change the original pixel on the Civ3 single figure to a slightly bluer colour before Steph's utility turns it into a bmp file....then it wouldn't be lost in the first place.
The shadows need fixing anyway.
"Leave it with me.....")
 
I installed the multi-figure units last night.

The swordsman attack sound(s) seems to have some problems. It has an unusally high pitch. Can you check?

EDIT: oops, never mind. You already addressed this problem in your post. :)
 
Love the units. very cool. So, if I want to 'create' my own units (or modify current ones) I need to download sbb and flickster AND also have a photoshop program? I'm confused... more than normal, I mean. Please clearify. Thank you.
 
It's a brilliant idea, these armies.

I am taking the step of making a host cost one population point, an extra attack and hit point too, to represent the power of these hordes of men.
 
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