Unit requests thread

Like the picture, with a few markings (I can use NifSkope, and so take things out, but not Blender so I can't put things in)
 
REQUEST

Just a simple swap of weapons. Usually I can do it myself, but bows seem to have some particular difficulty to be used with SceneViewer.

I'd like a "composite bowman".
I've found the archer in this thread to be fine
http://forums.civfanatics.com/downloads.php?do=file&id=7235
and I want to give him the composite bow from Babylonian bowman.

Can anyone help me?
Thanks.
 
I want to give him the composite bow from Babylonian bowman. Can anyone help me?

I hope that is what you want

;)


EDIT
Wrong attachment. Removed it :D
 

Attachments

  • Bakuel_romanarcher.jpg
    Bakuel_romanarcher.jpg
    27.9 KB · Views: 72
Anyone want to volunteer to reskin this Portuguese Cacador? I think with a better skin it would look pretty good. I think it just looks a little flat.
 
I hope that is what you want

;)

First of all, thank you for your help.
However, there are a couple of issues.

This is shown fine in NifSkope, but as soon as I view it in the game, it crashes. I just have to open WorldBuilder and add this unit on the map, and BOOM!
I noticed you uploaded the "_fx" nif only. I used it as both the fx and the standard nif. I don't know if it can be a problemi. I've tried to use the standard nif as a "_fx" and it works, but I've never tried the vice-versa.
I have BTS 3.19, if it could count anyhow.

Secondarily, NifScope shows a unit with two bows: one in his hand, the other on his back (as you can see in your screenshot). Is it expected to be shown properly in the game?

Can you check this two points?
Thank you!
 
We miss a Man-O-War just like the colonization expansion.
3 decks of cannons+the upper deck.

Also,a modern frigate....

You can use colonization models in normal civ, too.

By the way, can anyone create my frequently asked soldier on skies?
 
Here is a Portuguese Cacador/Cazador from 1834.

1834%20Portugal%20Infantry%20Light%20Soldier%20Pic%202.jpg

There are numerous variations on this uniform throughout the years but in general this is the one I am going for, but if you want to look around the net for examples to help you that's fine, I just really suck at texturing things from scratch. Thanks for agreeing to reskin this Bernie!
 
I copied/pasted Bakuel model into a fx nif, but Bakuel's mesh doesn't got skinpartition.
I made it and I guess it should work now.

Use vanilla archer animations

It works!! Thank you!!

By the way, it's quite odd that, with the number of new/modified/reskinned units and weapons, noone has ever considered such an important weapon as the composite bow.
However, it's fine, and it's enough for me, although I hope it's the first of a long sequence.
 
it's quite odd that, with the number of new/modified/reskinned units and weapons, noone has ever considered such an important weapon as the composite bow

Comp archer isn't a regular Civ4 unit, then there is no interest on it. Your request came just while I'm working on a comp archer set for a mod. ;)
 
Hello Modders!

I'd like to make my first request, with your blessing.

In my modmod, I'm planning on trying to reinvent the unmanned combat of the game into something that is both a closer approximation of modern warfare, and also a lot of fun.

Making missiles, mines, unmanned vehicles cheaper, consumable and with a wide variety is my goal, so I'm basically scrounging for any and all existing missiles and then some more as well.

I'd love a unit graphic for:

1) Land mines

A "spread" of them would be ideal, as they will clearly be a unit that sits stationary on a standard tile, so something actually quite unobtrusive on the eye would be ideal, rather than a single big green frisbee.

Old style (WW1-WW2)
Spoiler :

Landmine.jpg


More modern (late 20th)
M18a1_07.jpg




2) Any and All variety of Missiles

It is my purpose to try to make each missile option look noticably different to the other missile options. I don't want the ICBM to be trivialised by being the same graphic as a cheap throw-away shoulder-fired anti-air missile for example.

In my modmod, I'm planning on trying to reinvent the missile combat of the game into something that is both a closer approximation of modern warfare, and also a lot of fun :) Making missiles cheaper, consumable and with a wide variety is my goal, so I'm basically scrounging for any and all existing missiles and then some more as well.

The kind of thing I'd like would be, specifics, such as:

Anti-Aircraft Missiles (without launcher, as in my mod, they actually circle the city in Fighter-Intercept mission mode):

Spoiler :

tlpmartel.jpg


Rapier_Missile_Australian_Army_Forum_Army_Recognition_002.jpg


42047687.jpg



Surface-to-Surface Missiles:

Spoiler :


1950's
Corporal.jpg


Exocet
5-missile.jpg


FARS
20_8708220765_L600%5B1%5D.jpg


US "Lance" Surface-to-Surface
Lance.jpg



And here's the fun-one, Anti-Missile Missiles
(again without launcher, as they will circle on Fighter-Evasion mission)

Spoiler :


Arrow
ORD_Arrow_ABM_Launch_lg.jpg


Patriot:
250px-Patriot_missile_launch.jpg


Prithvi (Indian)
prithvi111_26.jpg






3) Naval Mines

I've found and downloaded the naval mine from "Blood & Iron" (nod of thanks), but if there are any other slightly more modern naval mines, I'd appreciate it.

Thank you!

With a few missiles to play with, I would love it if they could be clearly differentiated. So models with distinct fins, or simply colourisation of the skins in such a way that the player can tell AT A GLANCE his nukes from his anti-tanks, and his anti-ships from his anti-missile-missile.

Thanks a bunch for any crumbs you throw my way :)
 
Is it possible to convert civ 3 unit models into civ 4? Is it easier than just making a unit?

If anyone is able to/willing to do it I have found some civ 3 units that i would like for a civ 4 mod if you could reply or PM me I can supply the files but I won't bother if no can or it isn't possible.

cheers
 
I'm interested in a dismounted version of the Knight (not the Charlemagne Heavy Cavalry) with a two-handed sword* and using the Samurai's animations.

*I would like the sword to be a simple, not too big steel sword similar to these

An improved texture for the knight would nice, but I'm it's not something I require (since I'm using Bakuel's awesome Hungarian Knight for the normal Knight. It's a pity he hasn't done any other European Late Medieval units than his spectacular Hungarians).

Thanks to anyone who would be willing to do this.
 
You can use colonization models in normal civ, too.

but how do i do that. i tried it but everytime i click in the sevopedia on the man-o-war button to watch the unit, the game crashes....


Spoiler :
<UnitArtInfo>
<Type>ART_DEF_UNIT_SHIP_OF_THE_LINE_ENG</Type>
<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,1,12</Button>
<fScale>0.18</fScale>
<fInterfaceScale>0.6</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/ship_of_the_line_eng/Man_O_War.nif</NIF>
<KFM>Art/Units/ship_of_the_line_eng/Man_O_War.kfm</KFM>
<SHADERNIF>Art/Units/ship_of_the_line_eng/Man_O_War.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/FrigateShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.1</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/water_ship_wake.dds</Texture>
<fWidth>1</fWidth>
<fLength>180.0</fLength>
<fTaper>1</fTaper>
<fFadeStartTime>.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<fAngleInterpRate>720.0</fAngleInterpRate>
<fBankRate>.3</fBankRate>
<fExchangeAngle>25.0</fExchangeAngle>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_OCEAN1</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_OCEAN1</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_OCEAN_END1</SelectionSound>
<ActionSound>AS3D_UN_OCEAN_END1</ActionSound>
</UnitArtInfo>


Any idea what ive done wrong?
 
Did you change the unit-art-define tag in the civ4unitinfo.xml? If not, your computer perhaps tries to load the old ART_DEF_UNIT_SHIP_OF_THE_LINE Tag, and if this is overwritten by you ART_DEF_UNIT_SHIP_OF_THE_LINE_ENG, he cannot find the old tag and then crashes. Or perhaps the new tag in your unitinfo ist written a bit different from the name of your artdefinetag?
 
Back
Top Bottom