Nutty
Deity
Oops! The R.E.D. fix is applied even if you don't have R.E.D. Modpack active. Thanks for the feedback.Reduced Unit Graphics v9beta:
Hopelites have no model.
EDIT: Fixed version uploaded to Steam.
Oops! The R.E.D. fix is applied even if you don't have R.E.D. Modpack active. Thanks for the feedback.Reduced Unit Graphics v9beta:
Hopelites have no model.
INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation)
VALUES ('ART_DEF_UNIT_U_ROM_LS_SZEKELY', 1, 'DefaultCavalry');
INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers)
VALUES ('ART_DEF_UNIT_U_ROM_LS_SZEKELY', 'ART_DEF_UNIT_MEMBER_U_ROM_LS_SZEKELY', 5);
INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
VALUES ('ART_DEF_UNIT_MEMBER_U_ROM_LS_SZEKELY', 0.119999997317791, 'U_Huns_HorseArcher.fxsxml', 'CLOTH', 'FLESH');
INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasStationaryMelee, HasRefaceAfterCombat, ReformBeforeCombat, OnlyTurnInMovementActions)
VALUES ('ART_DEF_UNIT_MEMBER_U_ROM_LS_SZEKELY', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk', 24.0, 0.349999994039536, 0.5, 0.75, 15.0, 20.0, 12.0, 1, 1, 1, 1, 1, 1);
INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag)
VALUES ('ART_DEF_UNIT_MEMBER_U_ROM_LS_SZEKELY', 0, 0, 'ARROW', 'ARROW');
INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag)
VALUES ('ART_DEF_UNIT_MEMBER_U_ROM_LS_SZEKELY', 1, 0, 10.0, 20.0, 'FLAMING_ARROW');
INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset)
VALUES ('ART_DEF_UNIT_U_ROM_LS_SZEKELY', 'Unit', 'SV_RomaniaLS.dds');
Hey, I like it. I find it makes it very clear which is the settler, like in Civ1 when you'd found a city with a covered wagon. However, from the first post:A donkey founds a city?
For those that don't like quadruped settlers, I've attached the "Human Settlers" modmod... (and put it up on Steam...). If you have R.E.D. Modpack activated, there will be additional ethnic variation of settlers.