View Full Version : [Warlords] Regiments, Formations, Air Force & EDU


Gedemon
May 28, 2007, 01:34 PM
- Regiments, Formations, Air Force mod, Ethnically Diverse Units and Cities for Warlords 2.08 -

http://g.daemon.free.fr/civ4/regiment_tn.jpg (http://g.daemon.free.fr/civ4/regiment.jpg)


* Version 0.4 - Aug 12, 2007 *

Presentation

A new version of my old Ethnically Diverse Mod (http://forums.civfanatics.com/showthread.php?t=184232&highlight=regiment), I've tried to add as many quality units that I could without heavy modifications of the gameplay.

There are now 400+ units added !!! :eek:

See the complete list here in XLS format (http://g.daemon.free.fr/civ4/units.xls)


- Ethnically Diverse Units 2.35 by Rabbit, White : and a lots more... 300+ total units...

- Unit Statistics 1.43b by Teg_Navanis : keep tracks of your best units !

- Regiment MOD by seZereth / Porges / adaptation by Gedemon : better scaled units, lots of different formations with up to 10+1 units

- Multi-Building Unit Requirement Mod v0.2w, Unit Civic Prereqs v0.3w by TheLopez : even more visual change with some limited national units (the stats do not change)

- Pirates Mod v0.4w by TheLopez

- Enhanced Foreign Advisor v2.2w by SupremeOverlord, supported by TheLopez

- Ethnic Diverse Citystyles 0.94 by GeoModder *new*


36 civs

36 civilizations on map (24 from Warlords + 4 added, there is still room for more)

Civilizations by Amra and civgold team *new*

- Polynesia and Siam (using Southeast Asian citystyle)
- Iroquois (using native citystyle)
- Maya

Air Force Mod

Some change to TheLopez' Air Force Mod :
- Multiple interceptions (but not unlimited) are possible using the mod's "multiple acquisition" promotions.
- Air units can not kill ground units. But attacks planes (prop and jet) can damage up to 60% of an unit (defaut is 50% for bombers and fighters) to reflect precision bombing
- Recon runs can be intercepted

Added classes

- light bomber : fighter with lesser interception % and more bombing capacities
- attack plane : jetfighter equivalent of light bomber
- early jet : better interception % than prop fighter but poor bombing rate. can't attack cities or improvement
- heavy bomber : incoming B52s, hope there's a bunker nearby !!!
- stealth fighter : combining the best of attack planes and jetfighters with a good evasive %, use to recon or bombard where there is heavy AA... can also be used defensivly, but jetfighters have more anti-air promotions.

- mobile sam : better interception % and range (2 cases) than SAM infantery. can only defend.
- AA Gun : lesser interception % and range (0 case : only it's own location) than SAM infantry. High bonus when defending against tank, modern armor and mech. inf.

- mobile artillery : artillery with 2 moves and 20 strenght. malus against helico.

Stats change

Cavalry need rifles
Grenadier -25% against mounted units



- Line with officer
http://img201.imageshack.us/img201/9214/civ4lineen0.th.jpg (http://img201.imageshack.us/img201/9214/civ4lineen0.jpg)

- Archer line with officer
http://img179.imageshack.us/img179/2486/civ4archerlr5.th.jpg (http://img179.imageshack.us/img179/2486/civ4archerlr5.jpg)

- Organised fortify
http://img166.imageshack.us/img166/2848/civ4orgrw9.th.jpg (http://img166.imageshack.us/img166/2848/civ4orgrw9.jpg)

- Horde & Horde fortify
http://img201.imageshack.us/img201/6123/civ4hordexn4.th.jpg (http://img201.imageshack.us/img201/6123/civ4hordexn4.jpg)

- Open
http://img166.imageshack.us/img166/889/civ4opengl9.th.jpg (http://img166.imageshack.us/img166/889/civ4opengl9.jpg) http://img145.imageshack.us/img145/6769/civ4openmodernyc4.th.jpg (http://img145.imageshack.us/img145/6769/civ4openmodernyc4.jpg)

- Square
http://img201.imageshack.us/img201/1221/civ4squaremv5.th.jpg (http://img201.imageshack.us/img201/1221/civ4squaremv5.jpg)

- Wedge combat
http://img201.imageshack.us/img201/1713/civ4wedgehn2.th.jpg (http://img201.imageshack.us/img201/1713/civ4wedgehn2.jpg)

- Spike fortify
http://img201.imageshack.us/img201/6831/civ4spikesf2.th.jpg (http://img201.imageshack.us/img201/6831/civ4spikesf2.jpg)

- Fleet
http://img145.imageshack.us/img145/3289/civ4fleet1cn9.th.jpg (http://img145.imageshack.us/img145/3289/civ4fleet1cn9.jpg) http://img177.imageshack.us/img177/6450/civ4fleet3tj6.th.jpg (http://img177.imageshack.us/img177/6450/civ4fleet3tj6.jpg)

- Fleet combat
http://img96.imageshack.us/img96/2050/civ4fleetcombatif8.th.jpg (http://img96.imageshack.us/img96/2050/civ4fleetcombatif8.jpg)

mod the mod : how to change this or that section


I use him for modern start / wwII scenario, but you can remove Hitler by editing (with notepad or any text editor) the file CIV4CivilizationInfos.xml in the "Sid Meier's Civilization 4\Warlords\Mods\Regiments and Formations\Assets\XML\Civilizations" directory.

find and remove this code :

<Leader>
<LeaderName>LEADER_HITLER</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>

and save your file.


you have to edit the file CIV4UnitInfos.xml in "Sid Meier's Civilization 4\Warlords\Mods\Regiments and Formations\Assets\XML\Units"

search for this code :

<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HUMVEE</EarlyArtDefineTag>
</UnitMeshGroup>

and remove the second part, leaving only :

<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
</UnitMeshGroup>


you'll have to change <iGroupSize>3</iGroupSize> to <iGroupSize>1</iGroupSize> a few lines above (or leave 3, but the formation is not wide enough for 3 gunship, try 1 or 2 ;) )

you'll have to do this for each gunship :
ART_DEF_UNIT_GUNSHIP
ART_DEF_UNIT_GUNSHIP_MI24
ART_DEF_UNIT_GUNSHIP_KA50
ART_DEF_UNIT_GUNSHIP_AH64


Download section

the mod and patch(es) are available at file DB, with installation instructions : Regiments, Formations, Air Force, EDUnits & Cities (http://forums.civfanatics.com/downloads.php?do=file&id=5721) 43,5 MB


Credits

many, many, many thanx to : Rabbit White, Teg_Navanis, Elhoim, seZereth, Porges, TheLopez, Bakuel, bernie14, Danrell, snafusmith and all units maker out there ! :goodjob:


Bonus *new*

Two giant earth maps are included :

Gengis Kai's Giant Earth with all the 28 civs
Pantastic's Huge Earth with 26 civs



French units family picture (click to enlarge)
http://g.daemon.free.fr/civ4/Civ4%20France%20tn.jpg (http://g.daemon.free.fr/civ4/Civ4%20France.jpg)

lionheart
May 28, 2007, 05:02 PM
I downloaded this mod and thought it was great!

Two things though:
- The Fiat G.55 Centauro light bomber crashes the game to the desktop whenever I try to place it in the worldbuilder..
- I'm not a big fan of Adolf Hitler, so I'd prefer it if he wasn't included in this mod.. (But ofcourse that decision is all up to you).

Also, do you know how I can remove certain units from the mod? I don't really like the way the airships look with the hummers on the ground beneath them, so I'd like to get rid of them. Any idea how to do that? Thanks in advance!

Gedemon
May 28, 2007, 07:42 PM
thanx for pointing that :)

here's a first patch to correct the bug (typo :blush: ) with the G.55 : patch 0.3b (http://g.daemon.free.fr/civ4/patch0.3b.rar)

just extract the file in the rar in your "Sid Meier's Civilization 4\Warlords\Mods\Regiments and Formations\Assets\XML\Art" directory, overwriting the old file.

I use him for modern start / wwII scenario, but you can remove Hitler by editing (with notepad or any text editor) the file CIV4CivilizationInfos.xml in the "Sid Meier's Civilization 4\Warlords\Mods\Regiments and Formations\Assets\XML\Civilizations" directory.

find and remove this code :

<Leader>
<LeaderName>LEADER_HITLER</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>

and save your file.


For the multi figures units, you have to edit the file CIV4UnitInfos.xml in "Sid Meier's Civilization 4\Warlords\Mods\Regiments and Formations\Assets\XML\Units"

search for this code :

<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<iRequired>2</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_HUMVEE</EarlyArtDefineTag>
</UnitMeshGroup>

and remove the second part, leaving only :

<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_GUNSHIP</EarlyArtDefineTag>
</UnitMeshGroup>


you'll have to change <iGroupSize>3</iGroupSize> to <iGroupSize>1</iGroupSize> a few lines above (or leave 3, but the formation is not wide enough for 3 gunship, try 1 or 2 ;) )

you'll have to do this for each gunship :
ART_DEF_UNIT_GUNSHIP
ART_DEF_UNIT_GUNSHIP_MI24
ART_DEF_UNIT_GUNSHIP_KA50
ART_DEF_UNIT_GUNSHIP_AH64

lionheart
May 29, 2007, 05:38 PM
Thanks, Gedemon! That did the trick..

This is a great combination of some of my favorite individual mods.. Well done!

Conqueror Worm
May 29, 2007, 06:54 PM
This looks great. Thanks.

I like to play on real world maps. I tried to use my favorite real world map called Pantastic Worlds, as well as Ghenkis Kai's gaint world map, but got crash to desktop on loading. I wonder why this happens, what I might do about it, or if there are any other real world maps, preferably huge size, that might work?

And thanks again for your excellent work. Am really looking forward to playing.

Gedemon
May 30, 2007, 04:50 PM
I've just tried Ghenkis Kai's map and crashed to desktop too... damn these map look really great, but I've quickly looked at the code and failed to understand why it doesn't load :sad:

I've never used pre-made map before, does it work with other mods ?
Is there anything to do to convert it ?

I've tried to remove every team and units occurence in the text, without success :(


anyway, I like marathon games on huge maps too, and I'm using the very good Landmasses Map Script (http://forums.civfanatics.com/showthread.php?t=213375). It's not real world, okay, but really worth a try, and work with the mod :D


concerning multiplayer, I'm on a LAN game with my brother atm, and no problem so far...

Master_Chaz
Jun 05, 2007, 10:47 AM
how can I properly load this mod, its not working when I go to Advanced --> Load mod.

Gedemon
Jun 05, 2007, 11:31 AM
maybe a problem with the extracted path.

make sure you have a path like "Civilization 4\Warlords\Mods\Regiments and Formations" and not something like "Civilization 4\Warlords\Mods\RegimentEDU\Regiments and Formations"

else could you please tell more about the "not working" part : mod not listed at all, game crash when loading, mod listed but nothing happens when selected ?

Master_Chaz
Jun 05, 2007, 11:54 AM
It loads and the "regiments mod" is labeled when the mod is loaded, however when I start a game, there are absolutley no changes, it is simply the original game

Gedemon
Jun 05, 2007, 05:35 PM
really looks like a path problem... should be labelled "Regiments and Formations"

what do you have in your mod folder and in the "Regiments and Formations" folder ?

Gedemon
Jun 09, 2007, 05:37 AM
This looks great. Thanks.

I like to play on real world maps. I tried to use my favorite real world map called Pantastic Worlds, as well as Ghenkis Kai's gaint world map, but got crash to desktop on loading. I wonder why this happens, what I might do about it, or if there are any other real world maps, preferably huge size, that might work?

And thanks again for your excellent work. Am really looking forward to playing.

good news :)

here's a version of Kai's Giant World Map compatible with my mod !

it's the 2.2 version, so you'll probably need to use the MAF fix if you want to play a complete game...

Mordredis
Jun 11, 2007, 07:00 PM
What is "Maf fix"? I am downloading your mod - it looks great - and wanna play with giant earth map of Gengis kai- for me, best map, ever.

I wanna play that map with more units. Just it. Is your map with another modifications than this one?

Sorry about my bad english.

Gedemon
Jun 12, 2007, 04:46 PM
MAF is Memory Allocation Failure, a bug with savegame size and/or memory use on giant map and long game...

with this kind of mod and a map of this size, I'm affraid that you may encounter the MAF crash soon or later.

there is a fix, working for me, in this topic (http://forums.civfanatics.com/showthread.php?t=225205), but for XP pro (or Vista (http://forums.civfanatics.com/showthread.php?t=224178), see here) only.

(don't care about it until you've encounter your first MAF, hope you won't need it)

Currently the map is exactly the same as Kai's original. Notice that your 3 starting units of each civs (and only these) are not flavored 'cause they are defined in the map file.

Next version of the mod will include a modified map with 4 more civs to fill some space and every starting units will be flavored.

And GeoModder's EDC (ethnically diverse city) will be included too. :)

Conqueror Worm
Jun 17, 2007, 10:34 AM
Thanks for the link to the old Ghengis Kai map. But I have tried it before, with the Look and Feel mod. Even though I have a relatively new and powerful computer, with 3200 gpu and 2000 ram, this map, especially with all the units and formations, is just too slow, and I get MAF frequently and early.

May I suggest Pantastaic Worlds world map. It is a huge map, but not nearly so big as Ghenkis Kais giant map. This map is a very nice map and seems to work for me. I'm using it now with the Look and Feel mod and haven't experienced MAF.

I also like the Total Realism world map.

Of course, Ghenkis Kais is best, claims to have very realistic resurce distribution, which I like. But, it's just too darn big.

Anyway, perhaps with some kind of modification, you might be able to include either the Pantastic Worlds or Total Realism map with you next effort.

By the way, the advanced AI and speed mods are also favorites of mine. And I am very much looking forward to the final version of the Naval Expansion Program by GeneralMatt. Mastery Victory Condition by Sevo also looks very interesing.

I know all that is too much to ask. But perhaps some of it is something to think about.

Anyway, much looking forward to the next version of your mod, but hopefully with a huge size, but actually playable world map.

Thanks again and please keep up the good work.

crammy
Jul 07, 2007, 01:32 PM
Hmm the game crashes when I try to load this mod, it crashes when trying to re-load the game. Could this be a problem with Vista?

Gedemon
Jul 08, 2007, 11:25 AM
I don't have vista so I can't tell. what you mean by "reload the game" ?

crammy
Jul 08, 2007, 06:37 PM
ooops I realised it was because I needed to update my Warlords because I had just installed it on my new computer

blackknight0000
Jul 10, 2007, 01:12 AM
Please Can Some One Help Me To Stop This From Happening. It Only Happens With Buildings And Wonders. Units Are Built Normally, But The Problem Is Ruining My Gameplay. Many Thanks.....Very Nice Mod By The Way....:)

Gedemon
Jul 10, 2007, 10:43 AM
very strange... do you have this problem only with this mod ? and for all buildings and wonders ?

Gedemon
Jul 10, 2007, 11:22 AM
Thanks for the link to the old Ghengis Kai map. But I have tried it before, with the Look and Feel mod. Even though I have a relatively new and powerful computer, with 3200 gpu and 2000 ram, this map, especially with all the units and formations, is just too slow, and I get MAF frequently and early.

May I suggest Pantastaic Worlds world map. It is a huge map, but not nearly so big as Ghenkis Kais giant map. This map is a very nice map and seems to work for me. I'm using it now with the Look and Feel mod and haven't experienced MAF.

I also like the Total Realism world map.

Of course, Ghenkis Kais is best, claims to have very realistic resurce distribution, which I like. But, it's just too darn big.

Anyway, perhaps with some kind of modification, you might be able to include either the Pantastic Worlds or Total Realism map with you next effort.

By the way, the advanced AI and speed mods are also favorites of mine. And I am very much looking forward to the final version of the Naval Expansion Program by GeneralMatt. Mastery Victory Condition by Sevo also looks very interesing.

I know all that is too much to ask. But perhaps some of it is something to think about.

Anyway, much looking forward to the next version of your mod, but hopefully with a huge size, but actually playable world map.

Thanks again and please keep up the good work.

thanx for your suggestions :)

(yeah, sorry, I was slow to answer this one)

I'm working on next version, and there are a few bugs that I need to correct before release. There are also a lot of new ethnic units that I would like to add...

I try to keep the gameplay as close as possible to vanilla warlords, but the modern era is already tweaked, and even if I do not plan to include complete mod like the Naval Expansion Program or Modern Warfare in short term, I'll surely keep an eye on these two, and may merge some parts...

I don't know if advanced AI, Speed Mod and Mastery Victory Condition could be easly merged, but I may add them at some stage... If I don't switch to BTS first :D

I'll try to add another world map soon, in my tests with Khai's map I'm getting a MAF 'cause of my 2gb of RAM in industrial era... those who want to play a full marathon game on his giant map and my mod will need 4gb RAM, and a lot of video memory too :undecide:

Gaius Octavius
Jul 18, 2007, 01:24 AM
Looks like an excellent mod... :thumbsup:

The only issue I have found is that the B-52 doesn't seem to have a bombing animation. :confused: When I hit air strike, it doesn't drop any bombs graphically.

All the same, it is really first-rate work. :)

Gedemon
Jul 18, 2007, 05:38 PM
well it should have :)

at least the actual version of this mod I'm working on have a b52 with animations, just tested it.

maybe I've made some change recently to this unit, but I don't remember that. :D

anyway, here's the version I've got in my dev folder.

and it use the stealthbomber animation :
<UnitArtInfo>
<Type>ART_DEF_UNIT_HEAVY_BOMBER</Type>
<fScale>1.0</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/B52/B52.nif</NIF>
<KFM>Art/Units/StealthBomber/StealthBomber.kfm</KFM>
<SHADERNIF>Art/Units/B52/B52.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/BomberShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.7</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bSmoothMove>1</bSmoothMove>
<bActAsRanged>0</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
<PatrolSound>AS3D_UN_JET_PATROL</PatrolSound>
<SelectionSound>AS3D_UN_JET_COMMAND_PATROL</SelectionSound>
<ActionSound>AS3D_UN_JET_COMMAND_PATROL</ActionSound>
</UnitArtInfo>




about the mod, next version will be out "soon". I hope to release it next week.

I've currently added :
- Ethnic Diverse Citystyles by GeoModder
- Ethnic workers by Chugginator
- 4 civs : Polynesia, Siam, Iroquois (with native citystyle thanx to EDC) and Maya by Amra and civgold team
- Gengis Kai's Giant Earth with 28 civs
- Pantastic's Huge Earth with 26 civs

I just want to make a few adjustement and rework all the mesoamerican units trees (thanx to Bakuel ;) ) and maybe some of the other nice units that were made recently... and then 0.4 will be out :cooool:

avain
Aug 01, 2007, 03:05 AM
... If I don't switch to BTS first :D



Yep, that would be a good idea (not to mention it would save me some work:lol: )

:goodjob:

KrugerPritz
Aug 01, 2007, 12:53 PM
[QUOTE=Gedemon;5662597]

I don't know if advanced AI, Speed Mod and Mastery Victory Condition could be easly merged, but I may add them at some stage... If I don't switch to BTS first :D

QUOTE]

You made me love Civ IV. I'm waiting now for the BTS version of this mod! Do you know if is it possible to play it in bts now. Anyway for the bts version I hope it could be poosible to play with almost 50 civs (i'd try it...) :lol:

Hawk2112
Aug 07, 2007, 09:54 PM
I too am looking forward to a release of this for BtS :D

Bumpface
Aug 08, 2007, 06:08 AM
I always get a crash to desktop whenever i try to play a scenario or map with this mod, but i can play random map no problem. I really wanted to play the earth map with this mod. Is this a known issue or is it something wrong on my end?

Gedemon
Aug 08, 2007, 01:43 PM
it seems that maps need to be convert to be use with a mod using more slot civ than the map was made for.

IE : this mod allows 36 civs, so the map must have 36 slot defined in it's first section, even if they are empty.

have you tried this modded Khai Giant Map (http://forums.civfanatics.com/attachment.php?attachmentid=154149&d=1181385145) that is compatible with this mod ?

Next version will include a smaller earth map.

I will release next version for warlords 2.08 as fast as I can, then I will try to update it to warlord 2.13, and only then I will buy and test BTS... And start working on BTS version of the mod :)

KrugerPritz
Aug 08, 2007, 05:35 PM
warlords has Memory Failure Allocation. I read somewhere that they could have fixed it in BtS... but not in warlords. so I hope You pass to bts as soon as possible... If You know something about maf... please tell. It's annoying me iwhen i'm in the middle of game. I've bought bts but for the moment i'm still playing R&F in WL, also cause i've joined 4 civs. I've joined the modern flags in it... And i want to play it!!! sigh

Bumpface
Aug 09, 2007, 05:39 AM
I have tried the Khai Giant Map, it is just to big for my 1 GB ram to handle well. How can i set your mod back to the standard 18 civs rule? because im not very keen on changing every map i want to play to 36 civs.

Gedemon
Aug 09, 2007, 03:14 PM
I have tried the Khai Giant Map, it is just to big for my 1 GB ram to handle well. How can i set your mod back to the standard 18 civs rule? because im not very keen on changing every map i want to play to 36 civs.

please try this 18 civs dll (http://g.daemon.free.fr/civ4/CvGameCoreDLL%2018civs.rar) compiled using current in dev 0.4 version, but should work with the 0.3 version of the mod.

just extract in your "Warlords\Mods\Regiments and Formations\Assets\" folder and replace existing CvGameCoreDLL.dll (you should make a copy of it before)

Gedemon
Aug 12, 2007, 05:52 PM
Finalizing and uploading version 0.4 :)

Link is coming soon !

100+ units added since 0.3, the total number ethnic units in the mod is now superior to 400 !

Thanx to Danrell, Bakuel, Bernie14 and all other units makers, almost all unitclass are fulfilled :goodjob:

Gedemon
Aug 12, 2007, 07:06 PM
Version 0.4 is out ! (http://forums.civfanatics.com/downloads.php?do=file&id=5721)

400+ units & Ethnically Diverse Citystyle included :)

see first post

Gedemon
Aug 14, 2007, 04:35 PM
Ok, Beyond the Sword is now installed on my PC, I'm glad to announce that BTS' version developpement will start in a few minutes !

:D

Sword_Of_Geddon
Aug 14, 2007, 04:55 PM
This mod looks promising..I'll wait for the BTS version good work on the warlords version though looks pretty good.

Bumpface
Aug 15, 2007, 11:13 AM
please try this 18 civs dll (http://g.daemon.free.fr/civ4/CvGameCoreDLL%2018civs.rar) compiled using current in dev 0.4 version, but should work with the 0.3 version of the mod.

just extract in your "Warlords\Mods\Regiments and Formations\Assets\" folder and replace existing CvGameCoreDLL.dll (you should make a copy of it before)

I used the DLL that comes with Warlords, works fine. Nice to hear you will be making a BTS version of the mod, I put off playing it until someone makes a mod as good as this one. :)

KrugerPritz
Aug 15, 2007, 03:33 PM
Ok, Beyond the Sword is now installed on my PC, I'm glad to announce that BTS' version developpement will start in a few minutes !

:D

YYYYUUUUPPPPPPPPPPPPIIIIIIIIYYYUUUUUUUUUU :D

Gedemon
Aug 15, 2007, 06:02 PM
Thanx to Avain and his Keymod, I've got a very good base to start off, and I may release a first test version this week-end including most of foot units and maybe horse formations ;)

navsman121
Sep 15, 2007, 05:00 PM
i'm playing Civ4 Warlords on mac os x, if that means anything, but here's my problem:

i've loaded the mod into the appropriate place after unstuffing it, but as the mod is loading i get several error messages all saying about the same thing:

Failed Loading XML file: xml\text\civ4gametext_unitstats.xml [FXML.cpp:140] Error parsing xml file-


can anyone help me, i'm dying to try out this awesome new mod

thanks,
andy

Gedemon
Sep 15, 2007, 08:25 PM
There was some invalid caracters in the text file used by Unit Statistics. The error seems to be ignored on windows version. :confused:

anyway, here's a corrected version, extract to the "Civilization 4\Warlords\Mods\Regiments and Formations\Assets\XML\Text" replacing existing CIV4GameText_UnitStats.xml with the one in the ZIP.

navsman121
Sep 15, 2007, 10:38 PM
thanks for the help and the new file, but it seems that now the rest of the XML text files are giving me a problem. the same error is coming up as the MOD is loading, but this time it claims that the Maya and other text XML files aren't unable to parse.

Seems like maybe the XML text files aren't making the Mac very happy.

any thoughts?

Gedemon
Sep 16, 2007, 06:29 AM
can you give me a list of these files that doesn't load ?

It may be the same problem, with letters like ü ä é è ...

navsman121
Sep 16, 2007, 09:59 AM
here's the latest list of files that Civ 4 Warlords is unhappy with:

the error message is identical on all of these, so i'll type it out for the first one and then just fill in the names of the xlm text files that are causing an issue.


Failed loading XML file xml\text\civ4gametext_siam.xml [FXML.cpp:140]
Error parsing XML file-

also coming up after this message is errors for:

text\civgametext_maya.xml
text\civgametext_polynesia.xml

thanks again for your help man and here's to hoping that these 3 files are the last of our problems.:)

strategyonly
Sep 16, 2007, 11:27 AM
I tried the new dll and it does not work correctly, i am using the units in my MOD with no problem so far?? havent really had time to get to the era?
I can get it to load and stuff, but when you start a game it crashes right away.

Forgot to ask, does your promotions begin with range1 ?

Gedemon
Sep 16, 2007, 12:41 PM
I tried the new dll and it does not work correctly, i am using the units in my MOD with no problem so far?? havent really had time to get to the era?
I can get it to load and stuff, but when you start a game it crashes right away.

Forgot to ask, does your promotions begin with range1 ?

are you talking about warlord or BtS version of this mod ?

for warlord, the mod is still for v2.04.

strategyonly
Sep 16, 2007, 03:44 PM
are you talking about warlord or BtS version of this mod ?

for warlord, the mod is still for v2.04.



shoot wrong forum, needed the other one for BtS sorry. But same question for that one then.

Gedemon
Sep 16, 2007, 06:13 PM
ok, I'll answer this on the other topic.

Gedemon
Sep 22, 2007, 06:14 AM
here's the latest list of files that Civ 4 Warlords is unhappy with:

the error message is identical on all of these, so i'll type it out for the first one and then just fill in the names of the xlm text files that are causing an issue.


Failed loading XML file xml\text\civ4gametext_siam.xml [FXML.cpp:140]
Error parsing XML file-

also coming up after this message is errors for:

text\civgametext_maya.xml
text\civgametext_polynesia.xml

thanks again for your help man and here's to hoping that these 3 files are the last of our problems.:)
I'm sorry, I can't find where's the problem with these files :sad:

you can try to remove them completly, you'll lose the text reference for those civs (pedia, first greetings, leader name and UU text) but the game may load. (unless there is other file causing problems)

OttoVonBismark
Nov 07, 2008, 07:15 PM
could you add some things like:
the confederate states of America (theme of ''Everyone's Dixie'')

the eastern roman empire

stronger marines to keep up with modern inf.

early marines to keep earlier inf. balanced

(obviously they would be marines and modern marines)

and maybe.... a late 1700s submarine!!! yes it existed, if you never heard of it. American revolutionary war submarine. its awesome. you should try it

maybe you could try something joint with the guy who made revolutions, allowing civs to pop up mid game. i have no experience modding so i can't help :/

ps, it crashes whenever i try earth 1000 ad

it could make some interesting ''what if'' things go on. i think this mod only needs a few ''what if'' civs to make it more awesome. good job on the ethnically diverse units!

mankongo
Nov 12, 2008, 03:55 PM
Does the mod have ethnically diverse units for the African Civilizations: Mali, Ethiopia, and the Zulus? Specifically, are there any units made by the amazing Bakuel? http://forums.civfanatics.com/member.php?u=112496 I especially have liked the medieval Malian units: http://forums.civfanatics.com/downloads.php?do=file&id=8074

mamba
Nov 12, 2008, 04:39 PM
Does the mod have ethnically diverse units for the African Civilizations: Mali, Ethiopia, and the Zulus? Specifically, are there any units made by the amazing Bakuel? http://forums.civfanatics.com/member.php?u=112496 I especially have liked the medieval Malian units: http://forums.civfanatics.com/downloads.php?do=file&id=8074

Ok, so let's see, these units were released in early 2008, the latest version of the mod is from August 2007.

So what do you believe, are those units in it ? ;)

Unless you do need a Warlords mod, you should try a newer BtS mod for more diversity (like mine ;) )