Unit requests thread

AZ, you got that reskin on the last page right? I bumped it with these modern images.
Yeah I got it.
Clarification: These are modern inmages so I guess making them into past units would be the reverse of making a normal what-if unit.
How's the Future Carrier going? :mischief:
Was going ok. Till I lost it, and 3 of the GG's Im working on (corrupted saves all simultaneoously:confused:). Am remaking it as we speak so still a few minutes on it atleast.
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.
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.

My turn to clarify: it was the unit request I made to get a move on with Cultural Citystyles. ;)
Which reminds me. Friday evening (GMT) there'll be a xml patch.
 
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. If we got someone else to do it then it would probably look better.
 
That's because I had to do it freehand, and I'm not that great at texturing.

Its not so much that, the texturing job itself is fine. I even tried to even it out. But every time you save it, no matter the compression rate, it re-pixelates itself. It just seems to be too narrow of a detail to come out perfectly. The cavalry skin looks slightly more even because the yellow trim is not quite so narrow.
 
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?
 
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?

It depends on what you are trying to accomplish here. If you are working on a mod where you need plenty of Roman units then you should probably go ahead and make/request as many as you need. If you are simply flavoring Rome to be in another mod I think there are plenty of great Roman units out there (I would know because I looked and there are more than you need without adding new unit-classes). As far as the axeman goes Bakuel made a really good, and since the Romans didn't use axes in war for the most part (or at all) I think his is perfectly fine.
 
I could probably handle the late-modern Mongolians (Marine, Paratrooper, SAM Infantry), but I might need some ideas or at least a head or two for the early-modern units. Anyone have good ideas for a concept?
 
Alright, this is what I came up with for the Modern units. The uniforms are the same on the Marine, Paratrooper and SAM Infantry (left) and the same on the Infantry, Machinegunner and Anti-Tank Infantry (right). What do you guys think?
 
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>

Then I figured I might as well try to reference the unit from the Warlords XML instead of include it in my own XML so I removed the XML above and just referenced the Warlords art XML, so I just put this in the UnitARtStyleTypeInfos file;

Code:
				<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 got a python error message and there was no interface, which happens when you reference an incorrect ART_DEF_UNIT_WHATEVER tag. But to make sure it was that unit causing the issue I went into WorldBuilder and attempted to put the unit on the map, this caused a crash. I know I have seen this unit in other mods before, but I can't seem to get it to work. And I can't find the working XML for it, can anyone help?

@ 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.

EDIT: Damn, I feel like I'm taking over this thread, after this is all over I'll stay out of here for a while (hopefully), I promise!!!
 
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>


Your problem is indeed that you are missing some tags. Try the code like this:

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>
[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>

and it should work.
 
Hey guys - saw your work on Mongolian units. I'm about 95% done with an 'every-civ-ever' tank pack. Here's the Mongolian BT-2:



I think it would go well with your infantrymen.
 
Very cool Snafusmith. What is the ETA on these tanks?

Maybe a month or so. I've been spending most of my time on Blood and Iron, trying to get it out sometime in November. I have 3-4 more tanks (mostly just animations and some skins) left to finish. Right now there's about 20 new models for 33 civs, and maybe 40-50 skins so you can pick which model you want (some civs have multiple options - like Germany, US, etc).
 
@ 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.

Here are fixed versionxs. Same problem as with the spanish units. For some reason when they are in tristrips they are not showing up. So I changed them to shapes and they show now. Also cut out unneeded stuff and turned off the specular property on the hats.

View attachment MongoliaEarlyModernV2.zip
 
Can anyone turn this unit (which I am going to use as an Israelite Musketman) into a Cuirassier for me? Basically just replace the Cuirassier guy with this guy? Thanks in advance.
 
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