Unit requests thread

I need two things: First I request a Mitrailleuse or a 19th Century Machine Gun on wheels like a cannon. Secondly I need a bicycle soldier. Because I know that it would be difficult to create the animations, it would be okay if he carries the bike on his back (like the ski troop I asked for once). It would also be enough th have just the bicycle to add it to an existing soldier. Thanks.
 
Has anyone ever done a seal or a walrus, even a static model of the animals? I want to add some additional fur/food/hammer to the arctic in my Age of Discovery mod. I know there is penguins, but I can't find any reference to this animal being really used by anyone as a commodity or a source of food or production.

Ideally a seal, walrus, or some other large beast would do. Thoughts, ideas, or suggestions?

Troy
 
still looking for an assassin and I would also like to request some sort of guild master to replace the corporation ceo:

sort of like a man with a brown apron with a space of the apron to put the guild logo maybee to look medieval please!
 
still looking for an assassin and I would also like to request some sort of guild master to replace the corporation ceo:

sort of like a man with a brown apron with a space of the apron to put the guild logo maybee to look medieval please!

Have a look in my mod. I made some a long time ago from the wizards robe and the priests head with a settlers staff :

http://forums.civfanatics.com/showthread.php?t=326966

you can use the book for logo.
 
Has anyone ever done a seal or a walrus, even a static model of the animals? I want to add some additional fur/food/hammer to the arctic in my Age of Discovery mod. I know there is penguins, but I can't find any reference to this animal being really used by anyone as a commodity or a source of food or production.

Ideally a seal, walrus, or some other large beast would do. Thoughts, ideas, or suggestions?

Troy

Second this
A walrus resource would be really nice
 
ahh perfect! I am probs gonna edit the book and the front of the robe with the buttons (which look awesome, I showed my friend my ones and he thought that they were not up to stanard so made some really good ones :D)
 
You know what would be nice? A horse-drawn cannon. Sort of like these screenshots:

horse%20artillery.jpg

images

heavy%20cannon.jpg


(Sorry most of them are so small, but I couldn't find any bigger ones of the cannons in move mode. Anyway, you get the idea.)

The transformations sound really hard, though. Maybe they turn into the normal cannon for firing?
 
Note that this would not only be useful, but it would also be useful for those wanting to convert the horses to (hint hint) aliens.
 
btw I looked in the mod and there was no download! can I have the download?
 
ahh...
well there they are sat in my documents all this time (still got the art from when I got those palaces off you :p
 
Hi everyone!

I modding Rise Of Mankind v2.92 (=RoM) in BTS-CIV4.
Well, it's 50 nations with proper national units and flags, typical national musics, and my own button style system.
Thanks for everyone, who already modified units and shared with us by uploaded them into this fantastic forum until now. ;)
So, I used all of these units, and just simply "took" into the game.

But I have only one problem in this RoM mode, where the warlord/great general special units are appear in five different ages (as I know in BTS only three).
This is a problem? Why? Because I couldn't find anywhere asian/east european and african renaissance or industrial units... just only american and west-european.

It's my crazy idea: I would fusion the muscetmans body with warlords animations for become the renaissance ages warlord. In other case I woluld change heads/helmets of units, etc.

OK. I started to learn 3DS Max/Nifscope (I know, this kind of moding, these programs are defenetly need for)
Both are great programs, but for me is a horror nightmare.
(For example: when I imported a warlord .nif, it's looks like an alien in the 3DS Max. (Totally deformed body with terrifying long limbs) :confused::sad: why? - I installed all plug-ins for civ4 export-import procedures)
Sorry,
I don't want to waste more time for "decipher" the right way of labyrinth of this program by myself. I couldn't understand the tutorials as well 'cause I'm absolutely beginner of 3D and the program need some special settings for CIV4 obviously.

"PLEASE HELP, HELP, HELP ME!" :cry:

Can You please someone (master of Civ4 moding:king:) to tell me (I'm like a little curious boy) step by step, how can I do my "crazy idea" which I wrote above...
I would really apreciate it if someone can help for me :lol::mischief:
 
your english is perfectly fine and your idea isn't crazy :D, in anycase would you still be happy with the musketman having a glow and sound effects because Thats easy enough.... I could probably do that for you. in fact in my signature I made 4 warlords (for classical times) but these were made with a cape, glow and sound effects and I used each units standard animations and matched them to warlord commands (for example the praetorians stikea matches with the warlords command animation in my opinion).

so If you want I can add a glow, animation matches, and sound and even the cape I used for my other warlords and even reskin it slightly for you I will take a look now to see if it is doable for me

this is what I used to make my warlords:

http://forums.civfanatics.com/showthread.php?t=377315

edit: right I finsihed it a musketman with a glow and cape :D, but I have a problem wit it which will need to be fixed by a more talented unitmaker:

Dont know what the error is but it have removed the buttons from interface when selecting the warlord
 

Attachments

Wow Jmie6!!! :thumbsup:

Thank you for help, great job! :goodjob: Your warlord-muskate man I also tested in game...well this kind of 'button missing when we select one unit' problem I haven't seen before. :think: In my game when I select this unit, the turning circle also little stalling.

Anyway, I'm glad, and thank you for set aside time for do this.
:salute:

Unfortunately today I have no time for the correct answer but in next few days I can working on this question and I hope we can unite somehow and make some really nice renaissance and industrial warlords. (I have concrete idea about this, becouse only few is enough for cover all world.)

:):beer:
 
somebody should be able to fix it don't worry :D
 
maybee a nif swap? not sure anyway, has anybody tried to fix my warlord yet?
 
Thank you for help, great job! :goodjob: Your warlord-muskate man I also tested in game...well this kind of 'button missing when we select one unit' problem I haven't seen before. :think: In my game when I select this unit, the turning circle also little stalling.

simply rename the nif to "Warlord_Ancient.nif" (get rid of the _fx) and use this nif for both entries (shader and non shader nif). The kfm refers to a file named "Warlord_Ancient.nif", and if this file is missing the behaviour you observed will happen.

@ vincentz
Spoiler :
one option would be to import the paratropper in blender, removing everything (incl the armature) beside the head and export the head as nif., Afterwards reduce the size of the head bone in your marine nif to a very small number (eg 0.001) and add the head you exported to the head bone. Now you must adjust the scale and the position of the head to fit your mesh

Better would be to import both meshes in Blender and remove the head of the marine and add to this headless mesh the head you want. Afterwards you have to rig the added head to the head bone (it would be also good to merge the textures). Export the new mesh and make a nifswap (copy your exported modell in the vanilla nif - try to mimic position in the nif and the values of the mesh in the vanilla nif)

The attack effect can be changed in the animation files for the attack (something like strike.kf ranged_strike.kf ...). Go tot the text keys in the kf (open the kf with nifskope), one of the entries will look like EFFECT:Effect_weapon_fire:Weapon_effect

Effect_weapon_fire will be the node in the nif where the efect will be played, Weapon_effect is the text key of the wanted effect (reference to the effects.xml).

You could adjust the posture (you can import and alter animation in blender), but it will be a bit work. If the posture of the paratropper is "better", i would exchange the effect entry.
 
I'm a really nOOb in blender. As I recall it doesnt take Nifs, so I made an obj file. is that the way to do it? and when i import it I get one, unmodifiable, paratrooper block without texture. I am sooo lost in blender. and they didnt make it easier by following windows standards regarding object handling and filesystem, not to mention the 10007321 different buttons and infos and modes.
And how would I make the head smaller on the marine in NifSkope? its all just one block (with the exception of his weapon. otherwise I couldnt change it to the svd).

Sorry to sound like a total noob, but I guess thats what I am when it comes to 3D modelling.

The rangedstrike kf attempt was even worse :badcomp:
 
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