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Sword & Arrow: European Wars Mod

If your wondering why the Longbowman wears pink tights and has pink arrow feathers, its because thats the national assignment colour in the game, when I add the units to Civilization 3, I will apply the correct colour.
I don't get it... don't you know Blue (57, 100, 253) means civ-color and will be replaced in-game by the color you've chosen for that Civ ?

Walk animation: be careful that Civ3 units usually run instead of walking, if you keep this anim you will have to correct the values in the .ini file to adjust them to walk speed.
 
Yeh sorry about that, I notice most people post the .gif's of thier finished units, what is the best program to make the .gif's?

GIMP can be very useful too. Unfreeze requires you to have .gif files to begin with. With GIMP, you just 'Open as Layers' as many images in any format you want.
 
Yup, it's the position in the palette index that matters for transparency and civ-colours.

Beside, isn't Modder_Mode working on a Cossack game mod anyway ?

Correct, its an American Conquest mod, but I am making all the units available for Civilization 3, so I can easily change colors and walk animations to run etc.
 
Here is the last one for the English Longbowman, this is the build animation when the Longbowman builds the famous defensive stakes they would build on the battlefield. This animation was the most challenging so far, getting to kneel down properly was a nightmare, but I am very happy with the end result.
I will also post up what the wooden stakes look like when I finish them.

longbowbuildfinal.gif


longbowbuildrepeatfinal.gif
 
Moderator Action: It's all very nice, but what is the interest of posting a preview of American Conquest mod here. Do you intend to turn it into a civIII unit as well? If not, this thread would be better in Other games.
 
Moderator Action: It's all very nice, but what is the interest of posting a preview of American Conquest mod here. Do you intend to turn it into a civIII unit as well? If not, this thread would be better in Other games.

Yes correct the units will be available for Civ 3 & Age of Empires 2. But if you feel it should be in a different section by all means move it :)
If you want to move it until I release all the units for Civ 3?
 
Thought I would post a couple of updates:

This is the Pikeman animations:

Walk:
pik-walk.gif


Death:
pik-death.gif


Lowering Pike:
pik-lower.gif


Walking Pike Lowered:
pik-walk-lowered.gif


Attack:
pik-attack.gif


Castle in the game:
screen25l.png


Sergeant:
sergeant-2.png


Man at Arms:
eng-man-at-arms2.png


Knight:
eng-knight.png


The Knight is my favourite unit I have made, it came up so well, you have to see the run animation to see what I mean as I used Posers cloth room to have the horse blanket drape and move around looking really realistic.

I also have a question regarding the death animations for Civilization 3, will the above death animation of the Pikeman be able to be used in Civilization 3, how will the blood turn out?
 
I guess what puzzles me is that you have the English Longbowman wearing the Crusader Cross. The last thing the English Longbowmen were were Crusaders.
 
It's not the Crusaders cross, although the same, its actually St George's Cross, which was used by England showing it's identity.
The Crusaders cross is after all St George's Cross anyway.
 
Nice units. When do you plan to release them for civ 3?

Thanks.
I'm hoping the next couple of months, I just need to reduce the animation frames down to 10-15 frames as that is what Civilization 3 uses, this is an easy task with Poser. I think the Knight will turn out really good in Civilization 3 format.
 
Thanks.
I'm hoping the next couple of months, I just need to reduce the animation frames down to 10-15 frames as that is what Civilization 3 uses, this is an easy task with Poser. I think the Knight will turn out really good in Civilization 3 format.

I'm not an expert on units but I think you can have more than 15 frames. I think 15 is just what is used for most animations in civ but it is not a requirement.

There may be issues with getting sounds to match the animations though if they are longer if I remember rightly.
 
You can have more than 15 frames, up to 64 I think. But it doesn't mean it will work nice.

I will have a look into it, nick0515 makes a good point though, will the sound match the length of the animation.
 
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