Ah - I got that too. Followed it up, and the process that starts in 5 seconds is actually the download.
Announcement
Collapse
No announcement yet.
Installing custom units
Collapse
X
-
Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
-
It looks to me like you've left out some of the dirctory routing for the amb files in the Dragoon_modified file.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
Comment
-
Which one? The Dragoon_original wasn't modified by me in any way (i.e. someone else wrote it to direct to the cavalry sounds in the cavalry folder) - do I need to put the full path name, e.g. C:\Program Files\Infogrames Interactive...?Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
Comment
-
I dont have the files in front of me now, but there were two ini files. One was named something like Dragoon_original. Its sound files pointed to the calvary sounds. The same files in the Dragoon_modified were missing the full pathname. I'm not 100% sure what's needed and what's not but I do know that it is a source of error since I had a similar problem with the flc files early on.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
Comment
-
Surely, if the cavalry sounds are in the dragoon folder, I don't need the path name, e.g.
RUN=CavalryRun.amb
ATTACK1=CavalryAttack.amb
(that's assuming both those files are actually in the dragoon folder)
I don't think I need to rename the files DragoonRun.amb and so on?Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
Comment
-
I would copy and rename the calvary sounds in the dragoon folder(I have a 40Gb HD). Then use another (default) ini i.e. "tank" as a template to make sure the path of the dragoon ini is correct. Its probably not the most elegant way to do things but it tends to work.
PS watch the names of the units I've had problems with names with spaces ie Iron Spearman so I use IronSpearman instead.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
Comment
-
ok - I have a dragoon folder, in which are the bandit(x).flc files (I'm calling bandit dragoon) and all the cavalry(x).amb files. I'm thinking that the dragoon.ini should look like this. Am I correct?
[Speed]
Normal Speed=225
Fast Speed=225
[Animations]
BLANK=
DEFAULT=BanditDefault.flc
WALK=
RUN=BanditRun.flc
ATTACK1=BanditAttackA.flc
ATTACK2=
ATTACK3=
DEFEND=
DEATH=BanditDeath.flc
DEAD=
FORTIFY=BanditFortify.flc
FORTIFYHOLD=
FIDGET=BanditFidget.flc
VICTORY=BanditVictory.flc
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
[Timing]
BLANK=0.500000
DEFAULT=0.500000
WALK=0.500000
RUN=0.500000
ATTACK1=0.500000
ATTACK2=0.500000
ATTACK3=0.500000
DEFEND=0.500000
DEATH=0.500000
DEAD=0.500000
FORTIFY=0.500000
FORTIFYHOLD=0.500000
FIDGET=0.500000
VICTORY=0.500000
TURNLEFT=0.500000
TURNRIGHT=0.500000
BUILD=0.500000
ROAD=0.500000
MINE=0.500000
IRRIGATE=0.500000
FORTRESS=0.500000
CAPTURE=0.500000
STOP_AT_LAST_FRAME=0.500000
[Sound Effects]
BLANK=
DEFAULT=
WALK=
RUN=CavalryRun.amb
ATTACK1=CavalryAttack.amb
ATTACK2=
ATTACK3=
DEFEND=
DEATH=CavalryDeath.wav
DEAD=
FORTIFY=CavalryFortify.wav
FORTIFYHOLD=
FIDGET=CavalryFidget.wav
VICTORY=CavalryVictory.wav
TURNLEFT=
TURNRIGHT=
BUILD=
ROAD=
MINE=
IRRIGATE=
FORTRESS=
CAPTURE=
STOP_AT_LAST_FRAME=
[Version]
VERSION=1
[Palette]
PALETTE=Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
Comment
-
What I'd do is this.
I looked at the bic. You have a unit "Dragoon" but no "Bandit". I assume you've renamed that.
The directory, flc, and amb files then also need to be named "Bandit" in place of "Calvary"
Then change the sound effect part of the ini. Replace "Calvary" with "Bandit"
That should work. I dont remember which unit I added where I ended up with sound problems but I think this is what I did to fix it.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
Comment
-
I take it that that also means if I want the unit to be called Dragoon, I need to rename all the flc and amb files to Dragoon?
I seem to remember posting a thread about copying sound files from another folder, and I asked if I had to rename them and someone said no I didn't.Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
Comment
-
Yes.
You dont have to. If you use the multitool it'll set up the correct path to another file so it can be doen and it looks easy. I just remember having problems with an amb file (it may have been the file with the spaced name) so rather than spending my time fiddling with it I copied the sound files I wanted and renamed them and it worked.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
Comment
-
Ah. cool - thanks, I'll try it tomorrow.Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
Comment
-
I don't get it. I renamed all the Bandit (x).flcs to Dragoon (x).flcs, copied all the Cavalry sounds to the Dragoon folder and renamed them to Dragoon (x).amb, edited the ini so that it referred to Dragoon (x) files but still the only sound that I can hear in-game is the Fortify sound. What gives?Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
Comment
-
Correction: I get Fortify and Victory, but no Attack or Run sounds.Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
Comment
-
Why dont you try setting up the dragoon.ini to point to the calvary sounds? I've attached the changes to the ini.Attached FilesWe need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
Comment
-
This is actually exactly the same as the sound portion of the Dragoon_Original.ini I poseted in the Dragoon Sound Problems.zip. That one didn't work. What puzzles me is that some sounds work and some don't. I've noticed that thre are 5 Cavalry Attack sounds. I copied all to the Dragoon folder and renamed to Dragoon(x).amb like you said earlier but no joy. I can't think what's actually wrong? Is ot that there are 5 attack sounds?Up the Irons!
Rogue CivIII FAQ!
Odysseus and the March of Time
I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up
Comment
Comment