Will Chalid Astrakein get a new model?

Yeah, his lips do seem too lightly colored, especially the upper lip which is closer to the place of a mustache. From the picture it seems his lips should be about the same shade as the rest of his skin.
 
A bit big lips and mouth, a bit too ">=(" and a bit too light. That, and I'm still pushing for the shield.

:p
 
What annoys me is that once you can upgrade to Champions (or any variation thereof) and Rathas, you can no longer build Radiant Guards.

Oh, I forgot to mention. I added bNeverObsolete to my radiant guards too :D



I'm not sure on the Guardsman promo, but I agree that they should be considered disciple units and have an innate 25% city defense bonus (that doesn't carry over on promotion). The only issues with that that I can think of is that Disciple would allow them to take the Medic line of promotions, as well as getting Potency and Mobility from Philosophical leaders. Taking Medic as the first promotion available "out of the box" when built, then maybe just have them stand around until they're needed (accruing even more xp) and then upgrade them to Champions/Vampires with a bunch of free xp, mobility, medic, Blinding Light, etc - it could definately start pushing into the realm of cheese/.

Medic promotions are not learnable with xp, I don't think. In any case, my Disciple radiant guard Cannot learn medic.

They do get the free promos from spiritual though. Tat's completely intended, and it's half the reason why I did it.
The other half, is free xp from Altars of Luonnotar. Oh, and acess to City Defender I
 
New Chalid looks 95% perfect, awesome. But I'll second (third?) the comments about the lips. He seems to have a joker thing going on there. If I look really close, it seems like his mouth in in a massve frown, and stretches out to the sides a bit too much.

Would it be possible for you to tweak the face texture, just a little more, sez? Maybe even doing a photofit from the portrait would make things easier.

I loe the cape, and new choice of staff. Much better than the old glowy lollipop
 
Oh, I forgot to mention. I added bNeverObsolete to my radiant guards too :D
There's a function for that?! Why, after my countless posts about the annoyance of obsolete Radiant Guards haven't anyone said anything! :eek:

*runs of to edit*
Thanks. That's such a necessity. I just don't understand why Kael haven't added that yet. It seems like such a small thing to do, and everyone is annoyed by it, since Radiant Guards and Rathas perform completely different functions.
 
New Chalid looks 95% perfect, awesome. But I'll second (third?) the comments about the lips. He seems to have a joker thing going on there. If I look really close, it seems like his mouth in in a massve frown, and stretches out to the sides a bit too much.

Would it be possible for you to tweak the face texture, just a little more, sez? Maybe even doing a photofit from the portrait would make things easier.

I loe the cape, and new choice of staff. Much better than the old glowy lollipop

I noticed the lips as well. the thing is, I created him here in my chemistry lab office, while some reaction was warming up. So, it was in a hurry. And I dropped the attitude to "perfect" models before I release them, as that consumes so much time I could otherwise spend on fun things or new units ;)

A small face tweak is ok, as he is a hero unit and it bugs me as well, but I will not make another screenshot, etc. as I simply do not want to spend too much time on this.
 
Well perhaps so, but for something you "cooked up" in an alchemy break the model looks totally amazing. Also for something not made in a hurry for that matters. I am really looking forward to the final version, and thank's for your great work!
 
Now one of the most powerful and useful heroes in the game has unit art of a caliber comparable to his place in erebus. In other words: awesome job!
 
Oh, I forgot to mention. I added bNeverObsolete to my radiant guards too :D

How might I go about doing this for myself? Up til now, I've put off researching iron working until I've got a billion Radiant Guards, since I can't build them after that.
 
You just open up CIV4UnitInfos.xml, scroll down to near the bottom of the Radiant Guard entry, add <bNeverObsolete>1</bNeverObsolete> between <iLeaderExperience>0</iLeaderExperience> and <iCombatDefense>4</iCombatDefense>, and save the file.



I personally think that Radiant Guards are better staying Melee units, gaining the Guardsman promotion, and being an alternate upgrade for Ecclesiastics.
 
My Radiant Guard xml entry:

Spoiler :
Code:
<UnitInfo>		<!-- Radiant Guard -->
			<Class>UNITCLASS_RADIANT_GUARD</Class>
			<Type>UNIT_RADIANT_GUARD</Type>
			<Combat>UNITCOMBAT_DISCIPLE</Combat>
			<DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
			<SeeInvisible>INVISIBLE_LAND</SeeInvisible>
			<Description>TXT_KEY_UNIT_RADIANT_GUARD</Description>
			<Civilopedia>TXT_KEY_UNIT_PLACEHOLDER_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_RADIANT_GUARD_STRATEGY</Strategy>
			<Advisor>ADVISOR_MILITARY</Advisor>
			<bMilitaryHappiness>1</bMilitaryHappiness>
			<bMilitarySupport>1</bMilitarySupport>
			<bMilitaryProduction>1</bMilitaryProduction>
			<bPillage>1</bPillage>
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_CHAMPION</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_RATHA</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>
			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_ATTACK_CITY</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
				<UnitAI>
					<UnitAIType>UNITAI_CITY_COUNTER</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
			<ReligionType>RELIGION_THE_EMPYREAN</ReligionType>
			<StateReligion>RELIGION_THE_EMPYREAN</StateReligion>
			<PrereqReligion>RELIGION_THE_EMPYREAN</PrereqReligion>
			<PrereqTech>TECH_HONOR</PrereqTech>
			<iCost>90</iCost>
			<iMoves>1</iMoves>
			<iCombat>5</iCombat>
			<iCityDefense>25</iCityDefense>
			<iConscription>2</iConscription>
			<iCultureGarrison>6</iCultureGarrison>
			<iAsset>4</iAsset>
			<iPower>8</iPower>
			<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<iMeleeWaveSize>3</iMeleeWaveSize>
				<iRangedWaveSize>1</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_RADIANT_GUARD</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FreePromotions>
				<FreePromotion>
					<PromotionType>PROMOTION_SUN2</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
				<FreePromotion>
					<PromotionType>PROMOTION_GUARDSMAN</PromotionType>
					<bFreePromotion>1</bFreePromotion>
				</FreePromotion>
			</FreePromotions>
			<bNeverObsolete>1</bNeverObsolete>
			<iTier>2</iTier>
			<iWeaponTierMax>3</iWeaponTierMax>
		</UnitInfo>

This is from Fall Farther, though. Some of these tags may generate xml errors if loaded into FFh, I'm not sure if any are new.
But it will at least show you where to put the neverobsolete tag, (near the end)
 
I don't think that there are any new tags there, but that entry is missing tags that I believe normal FfH would still expect to find. Between </iLeaderExperience> and <iCombatDefense> is the proper place here. There are other fields between them too, but FfH does ignore those if you omit them.

Code:
	<ElementType name="LeaderPromotion" content="textOnly"/>
	<ElementType name="iLeaderExperience" content="textOnly" dt:type="int"/>
	<ElementType name="bAbandon" content="textOnly" dt:type="boolean"/>
	<ElementType name="bAutoRaze" content="textOnly" dt:type="boolean"/>
	<ElementType name="bDisableUpgradeTo" content="textOnly" dt:type="boolean"/>
	<ElementType name="bExplodeInCombat" content="textOnly" dt:type="boolean"/>
	<ElementType name="bFreeXP" content="textOnly" dt:type="boolean"/>
	<ElementType name="bImmortal" content="textOnly" dt:type="boolean"/>
	<ElementType name="bImmuneToDefensiveStrike" content="textOnly" dt:type="boolean"/>[U]
[B]	<ElementType name="bNeverObsolete" content="textOnly" dt:type="boolean"/>[/B][/U]
	<ElementType name="bNoWarWeariness" content="textOnly" dt:type="boolean"/>
	<ElementType name="iCombatDefense" content="textOnly" dt:type="int"/>
	<ElementType name="iDefensiveStrikeChance" content="textOnly" dt:type="int"/>
	<ElementType name="iDefensiveStrikeDamage" content="textOnly" dt:type="int"/>
	<ElementType name="iDurationFromCombat" content="textOnly" dt:type="int"/>
	<ElementType name="iEnslavementChance" content="textOnly" dt:type="int"/>
	<ElementType name="iFreePromotionPick" content="textOnly" dt:type="int"/>
	<ElementType name="iGoldFromCombat" content="textOnly" dt:type="int"/>
	<ElementType name="iMinLevel" content="textOnly" dt:type="int"/>
	<ElementType name="iMiscastChance" content="textOnly" dt:type="int"/>
	<ElementType name="iModifyGlobalCounter" content="textOnly" dt:type="int"/>
	<ElementType name="iModifyGlobalCounterOnCombat" content="textOnly" dt:type="int"/>
	<ElementType name="iPrereqGlobalCounter" content="textOnly" dt:type="int"/>
	<ElementType name="iTier" content="textOnly" dt:type="int"/>
	<ElementType name="iWeaponTier" content="textOnly" dt:type="int"/>
	<ElementType name="iWithdrawlProbDefensive" content="textOnly" dt:type="int"/>
	<ElementType name="DiploVoteType" content="textOnly"/>
	<ElementType name="EquipmentPromotion" content="textOnly"/>
	<ElementType name="PrereqAlignment" content="textOnly"/>
	<ElementType name="PrereqBuildingClass" content="textOnly"/>
	<ElementType name="PrereqCivic" content="textOnly"/>
	<ElementType name="PromotionFromCombat" content="textOnly"/>
	<ElementType name="Image" content="textOnly"/>
	<ElementType name="UnitConvertFromCombat" content="textOnly"/>
	<ElementType name="iUnitConvertFromCombatChance" content="textOnly" dt:type="int"/>
	<ElementType name="UnitCreateFromCombat" content="textOnly"/>
	<ElementType name="iUnitCreateFromCombatChance" content="textOnly" dt:type="int"/>
	<ElementType name="UpgradeCiv" content="textOnly"/>
	<ElementType name="PythonPostCombatLost" content="textOnly"/>
	<ElementType name="PythonPostCombatWon" content="textOnly"/>
	<ElementType name="DamageType" content="textOnly"/>
	<ElementType name="DamageTypeCombat" content="eltOnly">
		<element type="DamageType"/>
		<element type="iCombat"/>
	</ElementType>
	<ElementType name="DamageTypeCombats" content="eltOnly">
		<element type="DamageTypeCombat" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	<ElementType name="iAffinity" content="textOnly" dt:type="int"/>
	<ElementType name="BonusAffinity" content="eltOnly">
		<element type="BonusType"/>
		<element type="iAffinity"/>
	</ElementType>
	<ElementType name="BonusAffinities" content="eltOnly">
		<element type="BonusAffinity" minOccurs="0" maxOccurs="*"/>
	</ElementType>
 
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