View Full Version : Better Ship Scale


Elhoim
Mar 01, 2006, 02:07 PM
Better Ship Scale

Description:

Better Ship Scale Basic: This minor mod changes the scale between ships, making modern ones bigger and the ancient ones smaller. This was something that bothered me in vainilla civ, as destroyers were substancially small than frigates. Compatible with the 1.61 patch. Now there is a Warlords compatible version.

Better Ship Scale Fleets: Now version 2.0 is renamed Better Ship Scale Fleets. In this version I remade many ships as fleets. See screenshot below. Compatible with the 1.61 patch. Now there is a Warlords compatible version.

Both are Mac Compatible!

Version History:

Better Ship Scale Basic:

v1.0 - Initial Release

v1.1 - Made some changes to the scale of ships, making them bigger. Removed the changes to air units.

Better Ship Scale Basic - Warlords:

v1.0 - Initial Release. For Warlords only.

Better Ship Scale Basic - BTS:

v1.0 - Initial Release. For BTS only.

Better Ship Scale Fleets:

v1.0 - Initial release. Iīve made fleets of three ships for the ancient and medieval ships, and well as work boats and transports. The subs are two.

v1.1 - Made the ships sound better - Changed Ironclads from 3 to 2 ships - Minor scales changes.

v1.2 - Changed the scale of most ships, made them bigger most of the time. (For those who wanted it, Iīve made the carrier bigger) - Changed subs from 2 to 1.

v1.3 - Changed the scale the of the modern ships, making them much bigger. Also removed the changes to air units.

Better Ship Scale Fleets - Warlords:

v1.0 - Initial Release. For Warlords only.

Minor "Issues":

- In the Fleets version the battles are one on one, as any other option made the ships overlap with each other. If I wanted them to fight at the same time, I would need to greatly change the formation XML, and I donīt have the necesary skill.

- Also I donīt like the diagonal position of the lateral ships in the Fleets version. I donīt know how to change the unit formations xml, to make the 3 ships look to the front. I tried to modify the formations XML, but the ships sometimes look where I want them to and sometimes not. There is a ramdom factor I canīt decipher. If anyone knows and want to do it, youīre welcome to it.

Thanks to: PrinceO'Persia for giving me this new idea of multiple ships. :goodjob:

Hope you like it! :)

Instructions:

For Basic and Fleets: Put in CustomAssets folder in My Games\Sid Meier's Civilization 4

For Basic and Fleets Warlords: Put in CustomAssets folder in My Games\Warlords

For Basic BTS: Put in CustomAssets folder in My Games\Beyond the Sword

Download:

Basic v1.1: Download! (http://forums.civfanatics.com/downloads.php?do=file&id=1679)

Basic - Warlords v1.0: Download! (http://forums.civfanatics.com/downloads.php?do=file&id=1681)

Basic - BTS v1.0: Download! (http://forums.civfanatics.com/downloads.php?do=file&id=7182)

Fleets v1.3: Download! (http://forums.civfanatics.com/downloads.php?do=file&id=1680)

Fleets - Warlords v1.0: Download! (http://forums.civfanatics.com/downloads.php?do=file&id=3812)

Basic, Fleets, Basic-Warlords and Fleets-Warlords ScreenShots:

134816 134817 134815 144583161060

Underseer
Mar 01, 2006, 03:19 PM
Brilliant!

I don't use ships much, but this has always bugged me.

PS -- you might want to include a readme file with the same directory information included in your post.

Elhoim
Mar 01, 2006, 07:10 PM
PS -- you might want to include a readme file with the same directory information included in your post.

Done it! :)

CurtSibling
Mar 02, 2006, 05:45 AM
Great mod!

A battleship should look imposing!

It should be even bigger!

:)

Elhoim
Mar 02, 2006, 06:00 AM
I tried it, but when you zoom out it overlaps adjacent squares, so I left it "smaller" :)

CurtSibling
Mar 04, 2006, 04:43 AM
Should I back any files up before install?

...

Elhoim
Mar 04, 2006, 03:40 PM
If you install it in custom assets in my documents there shouldn´t be any file overwrite... Unless you have a mod like 5 unit formations or 10+1 regiments... Hope I´ve been of help. :)

CurtSibling
Mar 04, 2006, 06:05 PM
You have...Tried the mod and it provided a nicely rescaled caravel!

Good work, sir!

:)

Elhoim
Mar 04, 2006, 08:07 PM
Good work, sir!

:D Thanks!

hagenx81
Mar 05, 2006, 05:42 AM
Now this is what i call by a battleship! Great work. :goodjob:

Elhoim
Mar 05, 2006, 03:48 PM
I´m happy that you like it! If anyone has any suggestion or request feel free to ask!

Hyronymus
Mar 05, 2006, 04:03 PM
Nice mod but try adding a sharper sample image in the first post ;).

Elhoim
Mar 05, 2006, 05:38 PM
I wanted to save some space, and I think I went overboard :p

I going to put a nicer one now... :)

Corn Shucker
Mar 06, 2006, 11:45 AM
A brilliant idea, excellent work! Downloading :)

hagenx81
Mar 06, 2006, 01:26 PM
I played around with the XML file and end up scaling all the other units too. I made them all smaller by 0.04 and now IMO it looks better. :p

Well, I think because they are alittle too large for my taste (the foot units at least).

SilverKnight
Mar 13, 2006, 02:23 AM
Downloaded! Will try tomorrow, time for sleepy... :sleep: Eight hours of Civ today, woohoo!

SilverKnight

noamberg
Mar 13, 2006, 04:51 AM
small change - big difference.

Tidiazuron
Mar 13, 2006, 05:12 AM
This was the only graphical thing that annoyed me. Sometimes small efforts make great improvements. Thank you very much.

Zombie69
Mar 13, 2006, 07:51 AM
Personally i prefer the original sizes, because it makes all the units easier to see when zoomed out at maximum, which is the zoom level i always use. But then again i prefer Civ 1 units (2D images in a box) over Civ 4 units, because they're easier to tell apart.

Elhoim
Mar 13, 2006, 06:57 PM
Thanks! Good that you like it!

Warspite2
Mar 13, 2006, 07:59 PM
Nice job elhoim! A mod worth installing.

Guerra
Mar 14, 2006, 03:25 PM
Interesting idea for a mod, but what about the dinky little cities and the huge king kong like warriors with their menacing clubs?

Elhoim
Mar 15, 2006, 03:19 AM
You can change them with the CivScale tool...

My idea is to keep the the game as original as possible, "fixing" the dowscale that happened with modern ships...

cbutcher318
Mar 16, 2006, 02:50 PM
The carrier should be larger, aircraft carriers are absolutely massive. They dwarf everything else.

Elhoim
Mar 16, 2006, 03:40 PM
The problem with larger units is that they clip with the adjacent ones...

PrinceO'Persia
Apr 03, 2006, 11:33 AM
It is nice, but though others like the battleship, the carrier is always the largest ship in a fleet. Since the overlap is a problem, could the option be to shrink the others. Though it is good to see a better comparison between the destroyer and battleship, the galley is still quite large. Maybe the way to go would to make the larger ships single unit images and the smaller ones multiple as are displayed for land units. Say, 5 work boats for a unit, 4 trans ports, 3 galleons, 3 frigates - galleys - carvels, 2 destroyers, 1 battleship (smaller) and 1 carrier. Subs, since they don't distinuquish between disel and nuke, should be single and med large since often operate alone and can be sizable.

Elhoim
Apr 04, 2006, 06:43 PM
That would be great, but I don´t know if water combat accepts multiple units... I´ll see what I can do...

Elhoim
Apr 15, 2006, 12:01 PM
Bump for new version! Check first post!

CellKu
Apr 15, 2006, 04:51 PM
Does the old version work with 1.61, too? Thanks

CellKu

Elhoim
Apr 15, 2006, 07:40 PM
Yep! It works perfectly!

CellKu
Apr 16, 2006, 07:47 AM
Great! :) Thanks for your info!
CellKu

seZereth
Apr 16, 2006, 08:38 AM
Had long time no look into the xml files... but...
that the ships look into different directions has something to do with the direction rotation value, cant tell more from here, but i will have a look into your formations file and see what i can do ;)

Elhoim
Apr 17, 2006, 12:26 AM
:D Thx!!!!

Harada the Grea
Apr 17, 2006, 07:06 AM
just a quick idea not sure if possible, how about making destroyers in 3's reduce the size of carrier/battleship and add either 1 or 2 destroyers as escorts

Elhoim
Apr 17, 2006, 07:35 AM
That´s beyond my abilities... :p

And I like one ship Battleships... Perhaps I´ll make the destroyers to go by pairs...

Thank for your advice!

Steelwraith
Apr 19, 2006, 03:50 PM
Sorry, kinda new at this, but I dont see the CustomAssets folder.Can u direct me?

Elhoim
Apr 19, 2006, 09:43 PM
Yep, it in My Documents (well, not mine´s, your´s :p), My Games/Sid Meier's Civilization 4 by default. So, without joke is My Documents/My Games/Sid Meier's Civilization 4. There it is the customassets folder. Hope it helps!

Raggamuffin
Apr 21, 2006, 05:22 AM
Elhoim, great mod, many thanks for making it. However I'm getting a few strange things from it. First off as you can see in the attached pic this working boat is lacking all textures. And my galleons, though playing Greece, are sometimes red. I have not played enough to see all the other boats. I have a fresh install with the latest patch and no other mods installed. Can you shed any light on this?

http://img47.imageshack.us/img47/2113/civ3ju.jpg (http://imageshack.us)

Elhoim
Apr 21, 2006, 06:27 AM
Wow, that´s really strange, as I didn´t change any files that would affect that... I´ve only changed the scale of the boats in v1 (which seems the one you are using) and in v2 the number of boats and the volume of some sounds...

Try this save to see if there are any more ships with problems...

124325

PD: Post number 300! :D

mikezang
Apr 21, 2006, 06:53 AM
Why do you modify
<bFlatMovementCost>1</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
to
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>1</bIgnoreTerrainCost>

and modify <PrereqTech>TECH_COMMUNISM</PrereqTech>
to <PrereqTech>TECH_UTOPIA</PrereqTech>

and a lot of other modification what I don't understand why, can you explain to me?

Elhoim
Apr 21, 2006, 09:40 AM
As a matter of fact I didn´t...

and modify <PrereqTech>TECH_COMMUNISM</PrereqTech>
to <PrereqTech>TECH_UTOPIA</PrereqTech>

I´m pretty sure this was modified by the 1.61 patch...

And about the others I have no idea... Can you tell me in which files they are? I only modified in v2.1:

- CIV4ArtDefines_Unit.xml
- Audio3DScripts.xml
- CIV4UnitInfos.xml

If the changes are in any other files, I didn´t do it. Check the forums for those changes as I think the 1.61 patch did them.

mikezang
Apr 21, 2006, 09:44 AM
All changes in file CIV4UnitInfos.xml.
By the way, I am still using v1.52, so your mod supports it no longer?

senwiz
Apr 21, 2006, 09:45 AM
<TechInfo>
<Type>TECH_UTOPIA</Type>
<Description>TXT_KEY_TECH_UTOPIA</Description>
<Civilopedia>TXT_KEY_TECH_UTOPIA_PEDIA</Civilopedia>
<Help/>
<Strategy>TXT_KEY_TECH_UTOPIA_STRATEGY</Strategy>
<Advisor>ADVISOR_GROWTH</Advisor>
<iAIWeight>0</iAIWeight>
<iAITradeModifier>0</iAITradeModifier>
<iCost>2800</iCost>
<Era>ERA_INDUSTRIAL</Era>
<FirstFreeUnitClass>NONE</FirstFreeUnitClass>
<iFeatureProductionModifier>0</iFeatureProductionModifier>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iTradeRoutes>0</iTradeRoutes>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iFirstFreeTechs>0</iFirstFreeTechs>
<iAsset>40</iAsset>
<iPower>0</iPower>
<bRepeat>0</bRepeat>
<bTrade>1</bTrade>
<bDisable>0</bDisable>
<bGoodyTech>0</bGoodyTech>
<bExtraWaterSeeFrom>0</bExtraWaterSeeFrom>
<bMapCentering>0</bMapCentering>
<bMapVisible>0</bMapVisible>
<bMapTrading>0</bMapTrading>
<bTechTrading>0</bTechTrading>
<bGoldTrading>0</bGoldTrading>
<bOpenBordersTrading>0</bOpenBordersTrading>
<bDefensivePactTrading>0</bDefensivePactTrading>
<bPermanentAllianceTrading>1</bPermanentAllianceTrading>
<bBridgeBuilding>0</bBridgeBuilding>
<bIrrigation>0</bIrrigation>
<bIgnoreIrrigation>0</bIgnoreIrrigation>
<bWaterWork>0</bWaterWork>
<iGridX>14</iGridX>
<iGridY>8</iGridY>
<DomainExtraMoves/>
<CommerceFlexible/>
<TerrainTrades/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_PRODUCTION</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_SCIENCE</FlavorType>
<iFlavor>2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>3</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<OrPreReqs>
<PrereqTech>TECH_SCIENTIFIC_METHOD</PrereqTech>
</OrPreReqs>
<AndPreReqs>
<PrereqTech>TECH_LIBERALISM</PrereqTech>
</AndPreReqs>
<Quote>TXT_KEY_TECH_UTOPIA_QUOTE</Quote>
<Sound>AS2D_TECH_UTOPIA</Sound>
<SoundMP>AS2D_TECH_MP_UTOPIA</SoundMP>
<Button>,Art/Interface/Buttons/TechTree/Communism.dds,Art/Interface/Buttons/TechTree_Atlas.dds,4,2</Button>
</TechInfo>


That comes straight from the original, vanilla, techinfos file. Apparently, utopia is Communism?

Raggamuffin
Apr 21, 2006, 02:42 PM
Wow, thatīs really strange, as I didnīt change any files that would affect that... Iīve only changed the scale of the boats in v1 (which seems the one you are using) and in v2 the number of boats and the volume of some sounds...

Try this save to see if there are any more ships with problems...

Thanks for taking the time. Yup tried your save and I got the same problem. As you can see one of my galleys and one of the barbarian galleys are now red. And the work boat is lacking textures. It got textures when I move it around, but when I select another boat it turns back. The non sail vessels seems to be unaffected by these two quirks.

http://img163.imageshack.us/img163/9301/civ29ww.jpg (http://imageshack.us)

Elhoim
Apr 21, 2006, 02:43 PM
Apparently, utopia is Communism?

Yep, it is. There was a thread about this change and some others around here.

By the way, I am still using v1.52, so your mod supports it no longer?

I think the CIV4ArtDefines_Unit.xml is the one from 1.52, but the other two Iīve added for v2.1 are from 1.61... Iīm sorry, but v2.1 has no support for 1.52 :(

Why do you modify
<bFlatMovementCost>1</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
to
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>1</bIgnoreTerrainCost>

In my file they are both 0... It is very strange what happened to you... Does it brings any problems? If it does, try downloading the file again... Good Luck!

Elhoim
Apr 21, 2006, 02:56 PM
Thanks for taking the time. Yup tried your save and I got the same problem. As you can see one of my galleys and one of the barbarian galleys are now red. And the work boat is lacking textures. It got textures when I move it around, but when I select another boat it turns back. The non sail vessels seems to be unaffected by these two quirks.

That´s really strange... Try downloading the file again, but it doesn´t modify any textures... Perhaps is a problem with your video card... Try using the game without the mod... Hope it gets solved! :)

mikezang
Apr 25, 2006, 07:58 AM
I think the CIV4ArtDefines_Unit.xml is the one from 1.52, but the other two Iīve added for v2.1 are from 1.61... Iīm sorry, but v2.1 has no support for 1.52 :(

In my file they are both 0... It is very strange what happened to you... Does it brings any problems? If it does, try downloading the file again... Good Luck!
Thanks for you explanation. I ask you here because I got xml loading error when I installed your MOD and start civ4. Now I just restore the original file CIV4ArtDefines_Unit.xml, I don't know how to test again:)

Warspite2
Apr 26, 2006, 07:39 PM
This is very good. Only thing, I think the Carrier should be bigger. Nice job!

Elhoim
May 24, 2006, 05:34 AM
Updated the mod in the first post. Basically I improved the scale of some ships as they looked very small for my tastes. Also made a bigger Carrier ;)

Hope you like it!

V. Soma
May 24, 2006, 07:36 AM
Elhoim, how about making a new graphics for the ironclad?

The one we have now looks like some nasty bug, a roach or something,
especiall from distance (to me)...

Elhoim
May 25, 2006, 02:43 PM
Yes, it does look kinda bad, but unluckily I´m no modeler... :(

stuge
May 26, 2006, 01:47 PM
Congratulations for a good job well done. :goodjob:

King Flevance
May 26, 2006, 02:13 PM
I like the look of 2.2 Elhoim, just downloaded it and can't wait to see the effects in game tonight. :goodjob:

Elhoim
May 27, 2006, 05:06 AM
:D Hope you like it!

And if there is any suggestion, just tell me! If it is within my possibilities, I´ll do it! :)

King Flevance
May 27, 2006, 05:34 AM
:D Hope you like it!

And if there is any suggestion, just tell me! If it is within my possibilities, Iīll do it! :)
I am loving it now that there are actual fleets. The scale is really good too. I may have a strong navy this game for fun. :D

Mrop
May 27, 2006, 07:26 AM
Nice mod! But I'm not going to download it until I get a decent computer...


Thanks for taking the time. Yup tried your save and I got the same problem. As you can see one of my galleys and one of the barbarian galleys are now red. And the work boat is lacking textures. It got textures when I move it around, but when I select another boat it turns back. The non sail vessels seems to be unaffected by these two quirks.

I've got the same problem, but some land units also have red as civ colour. My work boats looked normal until some games ago. BUT as I wrote above, I haven't even downloaded this mod so I suspect it hasn't got anything to do with it.:crazyeye:

Elhoim
May 27, 2006, 09:16 AM
There are some problematic units in vanilla Civ IV. The most noticiable is the longbowmen, but there are more like workboats and some others...

mbenitez
May 31, 2006, 05:32 AM
Great Mod! The Vanilla ship sizes have been bugging me for ages.

One small problem though, when I turn on health bars (as I usually do, I guess I'm just weird :crazyeye:), the health bars of battleships, destroyers and carriers are big, as in really big. They cover about half of a duel sized map. Oh well, i guess i should start playing without health bars.
:D

Elhoim
May 31, 2006, 11:01 AM
:crazyeye: Wow! Thastīs strange! I donīt use health bars so I really didnīt notice... Iīll see if there is a variable for it...

Harada the Grea
Jun 01, 2006, 10:06 AM
hi do I jut add the whole file into the customassets file or do i add each file into the correct folder in the customassets folder?

Elhoim
Jun 02, 2006, 09:49 AM
Hi! Put the zip file inside the customassets folder and extract there! Hope it helps! :)

Harada the Grea
Jun 02, 2006, 09:54 AM
done it works great, now all we need is for somebody to do the same for air units, it would look brilliant to see squadrons of fighters on patrol and waves of bombers bombing cities

Elhoim
Jun 03, 2006, 06:06 AM
Mmmm... Might be interesting... :cool:

I´ll give it a try! :goodjob:

EDIT: No, it didn´t work... :( When in idle they appear fine, but when you send them on a mission, only one goes...

King Flevance
Jun 03, 2006, 12:31 PM
Elhoim, do you know if this mod is compatible with the mods available to shrink units? I want to shrink my units down now as well but I dont like the mod that changes the units to 15 little units that stand in a circle around my city. I am just curious though as to if this mod will conflict with another mod that changes units.

Thanks :D

Elhoim
Jun 04, 2006, 01:38 AM
Most probably, as they sure change the unit_artdefines file... You can edit it if you want to change the scale of the units, just change the <fScale>X.XX</fScale> value... You will have to manually set each unit, and check it ingame after, but it is doable... :)

King Flevance
Jun 04, 2006, 11:09 AM
Most probably, as they sure change the unit_artdefines file... You can edit it if you want to change the scale of the units, just change the <fScale>X.XX</fScale> value... You will have to manually set each unit, and check it ingame after, but it is doable... :)

Okay. I figured this would happen, I dont have a problem doing it myself so I will probably just go in and here and there resize my troops. Thanks for the info. Once again nice work on the scale, I have now officially experinced all ships in my games. :goodjob:

Harada the Grea
Jun 04, 2006, 01:40 PM
hi, i have the regiments mod running aswell as this one it looks great very realistic, if you could get the planes to do the same the ingame shots would look brilliant and add a touch of realism to the game. I mean how often would a lone bomber/fighter attack a city/unit

mikezang
Jul 24, 2006, 06:51 AM
Can you tell me Audio3DScripts.xml is for what?

Elhoim
Jul 25, 2006, 04:41 AM
The sound of 3 ships moving was too strong, so I toned them down a bit. It is not a required file exactly, so if it conflicts with other mod, feel free to overwrite it.

Bartholomaï
Aug 01, 2006, 11:49 AM
good job:goodjob: , I installed it right away;)

Mr. Hyperbole
Aug 03, 2006, 06:56 AM
If you install it in custom assets in my documents there shouldnīt be any file overwrite... Unless you have a mod like 5 unit formations or 10+1 regiments... Hope Iīve been of help. :)


Please pardon my ignorance as I'm still a Civ IV mod newbie :blush: .
Is this mod compatible with Warlords? I tried installing this the other day, but I received numberous XML error messages(regarding UU entries IIRC) and the game wouldn't load.
I extracted into the My Documents/Civ 4 Warlords/Custom Assets file. Any help would be appreciated.

Elhoim
Aug 04, 2006, 05:19 PM
Please pardon my ignorance as I'm still a Civ IV mod newbie .
Is this mod compatible with Warlords? I tried installing this the other day, but I received numberous XML error messages(regarding UU entries IIRC) and the game wouldn't load.
I extracted into the My Documents/Civ 4 Warlords/Custom Assets file. Any help would be appreciated.

You did everything right, but the mod is not Warlords compatible. I´ll release a version for it in the next couple of days. Stay tuned! :)

Elhoim
Aug 05, 2006, 08:44 AM
Made Warlords compatible version, and also updates for both versions! Check the first post!

Mercade
Aug 06, 2006, 12:35 AM
Very nice work, Elhoim.

Critt3r
Aug 06, 2006, 01:31 PM
Made Warlords compatible version, and also updates for both versions! Check the first post!

I am still getting numerous xml errors when I try your mod and the game will not load.

I've had to reinstall Warlords twice now.

Any suggestions?:confused:

I do have the Blue Marble texture mod installed. Would that make a difference?

Elhoim
Aug 06, 2006, 02:40 PM
Are you using it in a normal warlords game or inside an scenario? Many mods are known to have problems with the scenarios...

EDIT: Are you using the correct file? Because the only one compatible is the Basic - Warlords one. There is not a fleet version for Warlords yet.

Critt3r
Aug 06, 2006, 06:44 PM
EDIT: Are you using the correct file? Because the only one compatible is the Basic - Warlords one. There is not a fleet version for Warlords yet.

I need to read better.

That was the problem, I was using the fleet mod.

All is good now, good job.:goodjob:

Elhoim
Aug 06, 2006, 10:09 PM
Thanks! :D

I´m somewhat busy these days, but I´ll see if I make a fleets version for Warlords.

akinkhoo
Aug 07, 2006, 07:00 AM
1 thing that really bug me now is that the transporter is scaled to a landing ship...
shouldn't it be modelled after LST instead?

the LST is as big as the destroyer; modern LPD are almost as big as a carrier.

Elhoim
Aug 07, 2006, 08:54 AM
You are killing me with the abreviations! :D

LST is landing ship transport? and LPD? :crazyeye: Thanks!

Also my purpose for this mod is to have a better scale, not a realistic one. If I would make them realistic, a battleship should be ten times a trireme, and to achieve that I would have to make the battleship bigger than one tile, and the trireme so small that would be barely visible. I aim to achieve a balance between realism and graphic cohesion between units. I don´t want to make galleys very small as they wouldn´t look right with the "titan" warriors! :D

But of course I´m open to suggestions, but always trying to stay in the forementioned scope. Perhaps I could make a realistic version, if you provide me with real lenght data for all the ships. :)

Zebra 9
Aug 08, 2006, 07:08 AM
Great! I hadn't found a "Better Ship Scale Mod" for warlords yet. Thanks!

mikezang
Aug 21, 2006, 07:02 PM
Hi, Elhoim
I have a question, why do you make Transport smaller than Caravel?

Elhoim
Aug 22, 2006, 10:33 AM
Because I have no idea how big those transports really are ;)

I imagined them like the ones in the movie "Saving Private Rian", and they weren´t too big.

On a side note, they are the same size as a caravel, but the later has bigger sails ;)

If you can give me real life sizes of both I can change them a little :)

ocedius
Aug 25, 2006, 12:32 PM
Hope this helps: Transports (http://www.exwar.org/Htm/8000PopC7.htm)

Ket
Aug 25, 2006, 11:59 PM
Because I have no idea how big those transports really are ;)

I imagined them like the ones in the movie "Saving Private Rian", and they werenīt too big.

On a side note, they are the same size as a caravel, but the later has bigger sails ;)

If you can give me real life sizes of both I can change them a little :)

Ok those little boats where "Launched" from the large transports so that the troops could get to the beach since if a real troop transport got anywhere near the beach it would ground itself....... When you think transport think OIL TANKER or CARGO CARRIER

Elhoim
Aug 26, 2006, 08:43 AM
Hope this helps: Transports

Ok those little boats where "Launched" from the large transports so that the troops could get to the beach since if a real troop transport got anywhere near the beach it would ground itself....... When you think transport think OIL TANKER or CARGO CARRIER

Thanks! :D I´ll make them a little bigger, but not too much as the artwork is of the little boats instead of the large transport, so it wouldn´t be quite right to make them like battleships or carriers ;)

NikNaks
Aug 29, 2006, 11:10 AM
Wow! I think this is great! :goodjob: I can use this in another mod, right?

Elhoim
Aug 30, 2006, 08:05 AM
Wow! I think this is great! I can use this in another mod, right?

Thanks! :D

Most probably yes. Perhaps if you can be more especific I can help you more! :)

Elhoim
Nov 25, 2006, 09:10 AM
If anyone wants to know, the mod is compatible with Warlords 2.08 ;)

strategyonly
Nov 26, 2006, 09:18 PM
If anyone wants to know, the mod is compatible with Warlords 2.08 ;)

Well welcome to the 1000 "High Club." LOL:p

Elhoim
Nov 29, 2006, 05:05 AM
Well welcome to the 1000 "High Club." LOL:p

:king:

Thanks!! :D

tofof
Dec 16, 2006, 10:07 AM
Thanks! :D

Iīm somewhat busy these days, but Iīll see if I make a fleets version for Warlords.

Has there been any progress toward this? If not, is the stumbling block lack of time, lack of our interest, or some fundamental change that makes it difficult to do fleets in warlords?

Elhoim
Dec 17, 2006, 02:42 AM
Has there been any progress toward this? If not, is the stumbling block lack of time, lack of our interest, or some fundamental change that makes it difficult to do fleets in warlords?

Laziness... :mischief:

Iīll do it someday this week, I promise. ;)

tofof
Dec 17, 2006, 02:01 PM
Great, thanks a ton.

Elhoim
Dec 19, 2006, 01:35 PM
Great, thanks a ton.

It is done. :scan: :D

Tell me how it goes!

kettyo
Jan 02, 2007, 02:12 PM
It is done. :scan: :D

Tell me how it goes!

Thanks Elhoim.
Looks great.

They still look good when battling each other as fleets?

Lord_Iggy
Jan 02, 2007, 05:06 PM
Nice work Elhoim!

Elhoim
Jan 03, 2007, 02:46 PM
Thanks Elhoim.
Looks great.

They still look good when battling each other as fleets?

Yeah, they do. The battles are one on one, IIRC.

Nice work Elhoim!

Thanks!

Military man
Jan 07, 2007, 12:05 PM
I downloaded it but I dont know how to use it in the game could you please help me.

Elhoim
Jan 07, 2007, 02:13 PM
I downloaded it but I dont know how to use it in the game could you please help me.

Could you be a little more especific? :)

Here are the instructions:

For Basic and Fleets: Put the file in the CustomAssets folder in My Games\Sid Meier's Civilization 4, and then extract it.

For Basic and Fleets Warlords: Put the file in the CustomAssets folder in My Games\Warlords and then extract it.

Hope it helps!

Military man
Jan 07, 2007, 05:36 PM
Could you be a little more especific? :)

Here are the instructions:

For Basic and Fleets: Put the file in the CustomAssets folder in My Games\Sid Meier's Civilization 4, and then extract it.

For Basic and Fleets Warlords: Put the file in the CustomAssets folder in My Games\Warlords and then extract it.

Hope it helps!

It is extracted and it is in the coustom assets folder. Do I need to put any of the files in a diffren folder in the coustom assets?:confused:

Elhoim
Jan 08, 2007, 02:24 AM
Nope. When the zip is the custom assets, just extract there. It will extract the files to the corresponding folders.

Check the folder CustomAssets\xml\art. There should be a file called CIV4ArtDefines_Unit.xml

If it´s there, the mod is installed. ;)

BTW, which version are you using?

Hope it helps!

Military man
Jan 08, 2007, 04:54 PM
Nope. When the zip is the custom assets, just extract there. It will extract the files to the corresponding folders.

Check the folder CustomAssets\xml\art. There should be a file called CIV4ArtDefines_Unit.xml

If it´s there, the mod is installed. ;)

BTW, which version are you using?

Hope it helps!

I looked into the art folder under XML in custom assets and it wasn't there so I found it and moved it there. I am using fleets v1.3. I saw some other files in the extracted folder under the folder names of audio and units then I checked in the XML folders and they were not there. Do I need to move them too?:) Also I just played and the galleys look smaller thanks.

Elhoim
Jan 09, 2007, 03:12 AM
I saw some other files in the extracted folder under the folder names of audio and units then I checked in the XML folders and they were not there. Do I need to move them too?

Yeah, in the fleets version those files are for the fleets and for reducing the sound of three ships moving at the same time. Right now I guess that you are only seeing one galley, when you should be seeing three. :)

One question, tough. Why weren´t the files there? I arraged the zip in a way that when you extract it inside the CustomAssets folder it follows the same directory estructure. Anyway, I´m glad that you figured it out and have the mod working. Enjoy! :D

Wodan
Jan 11, 2007, 09:01 AM
I've been using this in the past couple of weeks (along with the Better AI mod) and I have to say this is a sheer stroke of genius, Elhoim. Well done!

We should start a petition to Firaxis to formally adopt this with the next expansion. :)

Wodan

Elhoim
Jan 11, 2007, 06:38 PM
I've been using this in the past couple of weeks (along with the Better AI mod) and I have to say this is a sheer stroke of genius, Elhoim. Well done!

We should start a petition to Firaxis to formally adopt this with the next expansion. :)

Wodan

:lol:

Thanks! I donīt think Iīm a genius, just a master of simplicity. :)

About the petition, letīs first get their attention with the flavor one :p

jkp1187
Mar 06, 2007, 01:15 PM
Tried this last night. Very nice!

Any thoughts to doing a "better Army scaling"?

Wodan
Mar 06, 2007, 02:12 PM
What, exactly, is wrong with scaling of land units? I haven't, frankly, had anything jump out at me.

Wodan

Elhoim
Mar 07, 2007, 04:03 AM
Tried this last night. Very nice!

Any thoughts to doing a "better Army scaling"?

Check the regiments mod. Perhaps thatīs what you seek. :)

jkp1187
Mar 07, 2007, 07:28 AM
Check the regiments mod. Perhaps thatīs what you seek. :)

That's it! Thanks.

truhijo
Apr 29, 2007, 12:06 PM
ho does this work. I downloaded it and put it in the right folder.

I started up warlords and loaded up my game. The ship scale was fixed, caravels, galleons have 3 units instead of one. ALl thats tsuff works, except how doe sthe fleet feature work. I just sent over a huge armada over to the next continent, and well having a fleet would've made everything much cooler.

Elhoim
Apr 30, 2007, 04:08 PM
First, welcome to CFC! :D

Second, the "fleets" change is cosmetical. The difference with the normal versions is that you have three ships in each unit instead of one. That is all there is to it. :)

truhijo
May 02, 2007, 05:18 AM
First, welcome to CFC! :D

Second, the "fleets" change is cosmetical. The difference with the normal versions is that you have three ships in each unit instead of one. That is all there is to it. :)

ohhh. From the pictures I thought that it actually looked like a fleet, my bad.

Delta187
Aug 10, 2007, 03:48 AM
@ Elhoim

First of all: Great Work!!! Thanks for that!

Do you have the possibility to make the new ship scales for BTS? I donīt think that your mod (for Warlords) is working for Beyond the Sword, right?
That would be great.....:king:

Scheherazade
Aug 12, 2007, 03:37 AM
Hi Elohim. Is there a BtS version? :-))

Elhoim
Aug 22, 2007, 10:34 PM
Yes, I will be doing a BTS version, but it will take a while. I'm very busy right now. :)

Gunner
Aug 22, 2007, 10:43 PM
Yes, I will be doing a BTS version, but it will take a while. I'm very busy right now. :)
I'm looking forward to it :goodjob:

alerum68
Aug 22, 2007, 11:05 PM
If you want to pull the code out yourself, we've converted this to BTS over at BUG.

NikNaks
Aug 23, 2007, 02:17 AM
I just updated the version in BUG to Fleets (including 2 on 2 battles and forward-facing ships). Shall I post it here?

alerum68
Aug 23, 2007, 07:28 AM
If you can pull it out without taken other BUG code with ya, go ahead. Wouldn't want them getting power ratings in their score, or attitude icons, if they don't want 'em.;)

NikNaks
Aug 23, 2007, 07:44 AM
I can do that :D

NikNaks
Aug 23, 2007, 08:13 AM
Here you go (http://forums.civfanatics.com/uploads/96170/BtSShipScaleFleets.zip). Hope it's to your satisfaction.

Elhoim
Sep 25, 2007, 10:48 AM
I've added a Basic Version for BTS. Sorry for the delay...

Thornburgh
Oct 22, 2007, 10:38 AM
BTW, I tried this with BTS 3.13, and for some reason it causes the grayed out elephant icon in my city build menu to turn black.

Military man
Feb 24, 2008, 07:34 PM
How soon until there is a version fot BTS 3.13?

Wolfshanze
Feb 24, 2008, 10:18 PM
Well, the Wolfshanze Mod uses an almost identical ship scale (except I have a lot more ships in my mod then default Civ4), and it's for BtS v3.13.

surdanis
Mar 02, 2008, 09:18 PM
Well, the Wolfshanze Mod uses an almost identical ship scale (except I have a lot more ships in my mod then default Civ4), and it's for BtS v3.13.

LOL, isn't that like going into Wal-Mar and saying "Come to Target. We have the same stuff!" :lol:

Anyway, I think you did a good job here figuring all this out. Honestly, I could have done it myself. But then who wants to do that. :goodjob:

Wolfshanze
Mar 02, 2008, 10:10 PM
LOL, isn't that like going into Wal-Mar and saying "Come to Target. We have the same stuff!" :lol:
No... it's more like going to Sam's Club that only accepts the Discover Card and saying "go to Walmart, they have more stuff and accept all major credit cards!".
:lol:

Wodan
Mar 03, 2008, 03:42 AM
One thing I did like about this mod over Wolfshanze are that wooden ships were changed to the 3-unit display, e.g., galleons. Kinda makes sense with the whole Nina / Pinta / Santa Maria thing. Plus it goes further to helping solve the ship scale issue.

Wodan

Military man
Mar 03, 2008, 06:40 PM
Well, the Wolfshanze Mod uses an almost identical ship scale (except I have a lot more ships in my mod then default Civ4), and it's for BtS v3.13.

Well I tried your mod but I try it and nothing is changed:confused:

Wolfshanze
Mar 03, 2008, 07:03 PM
Well I tried your mod but I try it and nothing is changed:confused:
Whatd'ya mean? :confused:

I'm not exactly sure what you mean, so please forgive me if this sounds like a stupid question.

Did you follow the installation instructions correctly?

************
Installation
************

1. Unzip the file to your Sid Meier's Civilization IV\BtS\Mods\ directory.
2. Start up BtS.
3. Go to Advanced-Load Mod.
4. Load the "Wolfshanze" mod.
5. You can now use all that is in this mod!

Ekmek
Mar 04, 2008, 12:04 AM
speaking of scaling, and not to get OFT, I enlarged some improvements because they can be tough to see at times. for some reason the workshop is the only tile improvement that won't get bigger. I even switched it with forge graphics and it still doesn't adjust but if I add a factory improvement it adjusts fine. anyone else run into this?

Military man
Mar 04, 2008, 06:11 PM
Whatd'ya mean? :confused:

I'm not exactly sure what you mean, so please forgive me if this sounds like a stupid question.

Did you follow the installation instructions correctly?

************
Installation
************

1. Unzip the file to your Sid Meier's Civilization IV\BtS\Mods\ directory.
2. Start up BtS.
3. Go to Advanced-Load Mod.
4. Load the "Wolfshanze" mod.
5. You can now use all that is in this mod!

1. I did follow all of the directions
2. I don't think that the mod works for my type of BTS

Wolfshanze
Mar 04, 2008, 10:43 PM
1. I did follow all of the directions
2. I don't think that the mod works for my type of BTS
What version of BtS are you running? Do you have the v3.13 patch installed from Firaxis?

Military man
Mar 08, 2008, 08:50 PM
Yes I have that patch

Zimzollazim
Mar 11, 2008, 06:20 PM
Okay, I did a bad thing. I loveed this mod for Civ IV and Warlords, so I wanted it in Bts, I was dissapointed to find it was file not found. So I tried to do it myself, Well its pretty hard. I used older versions as a guide, but it just diddnt look right. Plus, I overwrote the original. Could someone post the unaltered instalation xml file Artdefinesunit? I just want my ships to be normal:(

Elhoim
Mar 12, 2008, 05:14 AM
It seems that it was affected by the recent problems with the database... Donīt worry, Iīll upload it again.

Military man
Mar 29, 2008, 08:36 PM
Well, the Wolfshanze Mod uses an almost identical ship scale (except I have a lot more ships in my mod then default Civ4), and it's for BtS v3.13.

I fpund the problem, fixed it, and now it works thank you.

Wolfshanze
Mar 29, 2008, 08:41 PM
Glad to hear it.

ezra12
Apr 02, 2008, 02:59 PM
Ok I download it but now where am I supposed to put this folder?


http://img207.imageshack.us/img207/1121/picture2fi2.png

Elhoim
Apr 03, 2008, 08:08 AM
You have to put the XML folder that it's inside that one in the CustomAssets folder in My Games\Warlords.

frekk
Jun 27, 2008, 08:25 AM
Any chance of getting the Fleets version for BTS? Or are we stuck with Basic?