Get the Full version of this guide with images and unit.txt example
Here is what I have so far on a file to help explain how to make non-animated unit graphics. I'm going to add some more (such as an additional section on how to make shadows) but this is the basic part. When I post it, I will include a couple of files that will help the user make files easier. For now if you want to try this out, use the text I included earlier in this thread for the text file, and open up one of the cow pictures that comes with the graphics editor patch to start your graphic off from (deleting the cow, of course).
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Latest Articles
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I think I've managed to figure out how the AIPs work. The AIPs certainly have a lot of information about the inner workings of the AI. Read and enjoy. AIP COMMENTS (based on default.aip) Default.aip is the first aip loaded at game start and contains a number of strings which are not found in the other personality aips. If repeated in the other aips, the new values take precedence over the default. // The next line was used in Dark Reign to specify a likelihood that a spy // would be seen... We can use that stuff in Civ3, too int infiltrator_period = 2; No clue. ...
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Channel: Modification
March 5, 2012, 17:33 -
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SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS For all non-barbarians: 1. If cities = 0-1 and total population is 1, Maximise growth ratio (minimise turns to next pop) Pay as much wages as needed, minimise rations, average workday No PW Minimum workers on production tiles Maximum workers on food tiles Opening game strategy (this means explore more, and don't build roads yet - this is the same for all entries in this FLI so I won't repeat it) ...
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Channel: Modification
March 5, 2012, 17:27 -
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BEGINTURN.FLI(S) COMMENTS beginturn.fli is a template that is unused by the game. The settings for the various personalities are: Barbarian settle_dense, science_slow, diplomacybarbarians //Barbarian Cleric settle_dense, science_fast, diplomacypeacebackstab //Religious SciFew settle_loose, science_fast, diplomacypeaceloyal //Agreeable SciMany settle_dense, science_fast, diplomacypeaceloyal //Peaceful Slaver settle_dense, science_fast, diplomacywarbackstab //Slaver WarFew settle_loose, science_slow, diplomacywarloyal //Aggressive WarMany settle_dense, science_slow, diplomacywarbackstab //Militant Note that both science_fast and science_slow are identical, Activision decided to set them all to a fast science rate, but differentiated them according to their research goals - i.e. do you research war branches rather than development brances of the tech tree. I think this approach is just fine....
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Channel: Modification
March 5, 2012, 17:23 -
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AIPLOADER.FLI COMMENTS OUTPUT primary_loaded is only in aiploader.fli primary_loaded is to make sure that the AIPs are loaded in the correct order. This is to ensure that survival_mode.aip and citywall.aip are only loaded after the personality aips have first been loaded. Personality AIPs are always loaded on the first turn (turn 0). Otherwise, not relevant...
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Channel: Modification
February 13, 2012, 19:07 -
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by Mr OgreHow to stagnate growth and technology
"When you create scenarios, will you be able to stagnate growth? For example, if I wanted to create a Viking scenario would you be able to ensure the tech level remains the same for that time period as opposed to being able to develop nuclear weapons? In Civ 2 that was one of the things that bothered me most. Someone creates a WW2 scenario and it quickly turns into a Desert Storm scenario."
You can "stagnate" technology through three routes:...-
Channel: Modification
February 11, 2012, 21:16 -