GeoModder
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- Nov 29, 2005
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Were doing reverse what-if units now???![]()

How's the Future Carrier going?

Were doing reverse what-if units now???![]()
How's the Future Carrier going?![]()
Yeah I got it.AZ, you got that reskin on the last page right? I bumped it with these modern images.
Clarification: These are modern inmages so I guess making them into past units would be the reverse of making a normal what-if unit.
Was going ok. Till I lost it, and 3 of the GG's Im working on (corrupted saves all simultaneoouslyHow's the Future Carrier going?![]()
Not that futuristic. Its a Queen Elizabeth class carrier. I think theyre already building it.Isn't there already one in the Future Units pack? The SeaArcher. In fact I am looking at it right now so I don't know why I phrased that as a question.
Isn't there already one in the Future Units pack? The SeaArcher. In fact I am looking at it right now so I don't know why I phrased that as a question.
Heres the adjusted mongol rifleman. It bothers me how pixelated the yellow lines for the trim turn out. I tried making the texture 256 but it didnt help at all, so I guess theres not really much we can do about it.
View attachment 231044
That's because I had to do it freehand, and I'm not that great at texturing.
I've tried creating units using NifTools but had no luck at it. CIV IV won't take my new .nif files.
So since I am reduced to making requests, does someone think it would be a good idea to give White Rabbit's Falxman a praetorian head (maybe use the one in this mesh so it can fit under the wolf's head) and arm it with a regular spear? It could make a superb Late Republic/Early Empire Roman unit. Since I can edit the .dds files, I could help with the new textures.
I also thought of an unshielded roman centurion to use as an axeman for the romans. What do you modders think?
<UnitArtInfo>
<Type>ART_DEF_UNIT_CANNON_MONGOLIA</Type>
<Button>,Art/Interface/Buttons/Units/Cannon.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,6,8</Button>
<fScale>0.53</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/Mongolia/Cannon/Cannon_Ancient_Chinese.nif</NIF>
<KFM>Art/Units/Cannon Ancient Chinese/Cannon_Ancient_Chinese.kfm</KFM>
<SHADERNIF>Art/Units/Mongolia/Cannon/Cannon_Ancient_Chinese.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode/>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<StyleUnit>
<UnitType>UNIT_CANNON</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_CHINESE_PRIMITIVE_CANNON</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_CHINESE_PRIMITIVE_CANNON</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_CHINESE_PRIMITIVE_CANNON</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>
i'm having a bit of trouble getting the "chinese primitive cannon" (as it is called in the warlords xml) to show up in my game. I planned on using it for the mongolian cannon since i am using a grenadier based on this unit for them as well. First i tried putting in my own xml and putting the files in a folder within my mod (rather than referencing the warlords version). It caused an error message which prevented the game from loading my artdefines_unit xml. Here is the xml i used, the folders are all correct but it said that it was expecting an "actasland" tag or something;
Code:<unitartinfo> <type>art_def_unit_cannon_mongolia</type> <button>,art/interface/buttons/units/cannon.dds,art/interface/buttons/unit_resource_atlas.dds,6,8</button> <fscale>0.53</fscale> <finterfacescale>1.0</finterfacescale> <nif>art/units/mongolia/cannon/cannon_ancient_chinese.nif</nif> <kfm>art/units/cannon ancient chinese/cannon_ancient_chinese.kfm</kfm> <shadernif>art/units/mongolia/cannon/cannon_ancient_chinese.nif</shadernif> <shadowdef> <shadownif>art/units/01_unitshadows/unitshadow.nif</shadownif> <shadowattachnode/> <fshadowscale>1.0</fshadowscale> </shadowdef> <fbattledistance>0.5</fbattledistance> <frangeddeathtime>0.31</frangeddeathtime> <bactasranged>1</bactasranged> <trainsound>as2d_unit_build_unit</trainsound> <audiorunsounds> <audioruntypeloop/> <audioruntypeend/> </audiorunsounds> </unitartinfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_CANNON_MONGOLIA</Type>
<Button>,Art/Interface/Buttons/Units/Cannon.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,6,8</Button>
<fScale>0.53</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
[B] <bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>[/B]
<NIF>Art/Units/Mongolia/Cannon/Cannon_Ancient_Chinese.nif</NIF>
<KFM>Art/Units/Cannon Ancient Chinese/Cannon_Ancient_Chinese.kfm</KFM>
<SHADERNIF>Art/Units/Mongolia/Cannon/Cannon_Ancient_Chinese.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode/>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
Very cool Snafusmith. What is the ETA on these tanks?
@ Achilleszero; do you mind fixing these Mongol early-Modern units for me. The hat isn't showing up right in-game. I have attached the files.