tesbs further flavored civilizations [development thread]

Beast of agares dont go to rampage after demonic enclave is build. Is this intentional?

it is not, thanks for the catch. the promotions misses the beast tag in unitcombat, i report this in the bug section.
 
final version of the banshee and skeleton:

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i can't do anything about the clipping though (the spear through the shield), but this is very minor anyways.
 
skeleton archer and banner carrier is ready:

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i think i will make 2 upgrades to each undead unit available:
-the first one will double the size and strength
- the second one adds the banner carrier, so only a minor gain in strength but with a nice bonus i have not thought of yet.
 
ok i reworked the skeletons a bit more:

there are four different models: one with only a spear, one with a flag on his spear one with a shield on his back and one with a shield in his hand, i also finished the horse archer:
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however as you can easily see i have a problem with the alpha channel. when i include an alpha channel in the horse texture instead of becoming invisible the parts that i blocked in the alpha channel become white and i have no idea how to fix this. please help. :)

Spoiler :
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if i can fix the alpha channel i will get all the units ready this weak and finish the mod next weekend when everything goes fine, however without a working alpha channel i have to rework those horses.( the retexturing takes a lot of time since i do that all by myself)

I made a thread in the creating and customization section: http://forums.civfanatics.com/showthread.php?t=364781

Edit: the texture itself is fine it is the model acting up, but i can't see why. if i apply the texture to the archer it works fine.
 
be afraid, be very afraid :)


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i finally got it to work

there will be slightly different version (with shield without shield, with flags etc.)

edit: there they are:
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Horse archers done, two versions one with flag one without:

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There is so much work involved for the horses, i think i won't do chariots. Basically i can only use one horse model, the other ones won't have a working alpha or they crash ingame, so i have to copy all bones etc. from other models to make it work.

I am basically done with the models, now i have to make buttons arts and write texts. then i have to implement the new civilization and then this mod should be done, and it will go in sephis hand, so he can make the ritual work.
 
be afraid, be very afraid :)


Spoiler :
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i finally got it to work

there will be slightly different version (with shield without shield, with flags etc.)

edit: there they are:
Spoiler :
attachment.php

Like I said.... I absolutely need your art. :lol: Unless you tell me not to use it, of course. ;)
 
Of course they will be free to use, just have a bit of patience :)
There are always small things to improve for example after i took the screenshots i added a nistenciltesting flag to all the horse, making them look better. That is why i don't release them too early, so i can still tweak them a bit, if things don't look right.
 
Of course they will be free to use, just have a bit of patience :)
There are always small things to improve for example after i took the screenshots i added a nistenciltesting flag to all the horse, making them look better. That is why i don't release them too early, so i can still tweak them a bit, if things don't look right.

That's perfectly understandable. Main reason I keep mentioning it is in the hopes that you release the models on their own, as a pack. ;)
 
@Sephi i need help:

i want that units with the vampire promotion can no longer use feast in undead cities (this is a building, see earlier posts). can you provide me with a tag for that (a building tag that disallows casting spells).

An alternative would be that this spell is disabled for a certain civilization, (i would prefer this one) is this possible?

Currently possible ways around this are a bit silly, for example creating a placeholder spell that can only be cast in undead cities and which obsoletes feast. Or making a new vampire promotion that all units in this civilization gain and that does not allow feast (simply remove that line in the copy).


Edit: nvm sometimes i should really hit myself. feast only works for calabim so as soon as the player finishes the ritual he will no longer be able to cast this spell, since he merged into a different civilization.

in short nothing to see here, move along citizen.
 
@sephi/ modders now i have a question worth answering:

i am implementing the units as of now (stats, description, button art etc.) and i am wondering why my skeleton archers could not use ranged combat (the ability). I found out that there is a separate file called: RANGED_CIV4UnitInfos.xml where this data is stored. Now to my question shall i put the data for the skeletons archers in there or does the bTypeDependency give me problems when i write it directly in my unitinfos file?
 
bTypeDependency is only used to force the game to only load an XML item if it has been loaded before in some other file. It would make sense if you add your modifications to the ranged_ file, but you don't have to.

If you only want to change the Art of a Unittype, you can use Civ4UnitArtStyleTypeInfos instead of creating a UU.
 
instead of creating a UU.

UU? Sorry i am bad at acronyms.

I plan on making those units their counterparts for warriors, horseman etc. so i for example i set the unitclass of the skeleton to warrior and unittype to skeleton and make it a civilization specific unit. Just replacing the art is not enough since i want to give them different stats.
 
Sephi if i make a unit that replaces an other unit (i.e. the skeleton archer is a replacement for the new civilization for the regular archer) i leave the unitclass but change the unittype. Now i have a question: If i want to replace a unit which has a national limit but the replacement has no national limit is there a way around creating a new unitclass? I don't like creating new unitclasses that much because they clutter the research screen. On the other hand it only applies to two units.
 
@Valkrionn if you add the tag <PrereqCiv> to a unique unit for a civilization (as well as defining it in the civilizationsinfos.xml) it will not show up for other civilizations in the research screen.

So my problem is nonexistent :)
 
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