View Full Version : [MOD] Visimod
NikNaks Jul 15, 2007, 04:24 AM Visimod (for Warlords 2.08)
Life's better with a little flavour
Visimod is here. No gameplay changes, just tweaks here, there and everywhere and loads of flavour. Diverse units, citystyles and quotes are abound.
Download v0.1 here (http://forums.civfanatics.com/downloads.php?do=file&id=6140) and v0.11 patch (http://forums.civfanatics.com/downloads.php?do=file&id=6148)
The Team:
Bakuel - Unit graphics
Gaurav - Python coding
Myself - XML coding
Thanks:
Gaurav - for the Python
ruff_hi - for the mod on which this is based
snipperrabbit - for some great buttons
snafusmith - for his Modern Warfare units
asioasioasio, Chamaedrys, C.Roland, Ganart, Sevo, White Rabbit, Woodelf and the FfH Art Team - for the city art
GeoModder - for the city art XML
White Rabbit, danrell, sepamu_92, baal_isidro, Chugginator, ModFreak and bernie14 - for some excellent flavour units
Zebra_9 - for the formations editor that I'm going to use here
And all the mod makers whose mods are included here:
Gaurav, Geomodder, ruff_hi, Ultraman, White Rabbit, Willowmound and many more.
And anyone I've forgotten (please tell me and I'll update this list). ;)
NikNaks Jul 15, 2007, 04:25 AM Version History:
v 0.11
Cleaned up UnitInfos (EDUs now alphabetical)
10 new EDUs:
German Grenadier
German Rifleman
German Machine Gun
French Machine Gun
Arabian Cavalry
Asian Cavalry
English Cavalry
French Cavalry
Indian Cavalry
Ottoman Cavalry
Previous Versions:
v 0.1c
Fixed a mistake in the Formations file
v 0.1b
Fixed a typo in the Civilizations file
Fixed the 'mysterious lack of UUs' bug
v 0.1a
Fixed a bug with the Hellenistic Scout
Added two new units:
Roman Longbowman
Asian Worker
Added a few formations
v 0.1
Included Mods:
Ruff's Cobbled SG Modpack - ruff_hi
Sevopedia 2.2a - Various (currently maintained by Gaurav)
ActualQuotes 3.5 - Willowmound
Ethnically Diverse Units - Rabbit, White
Better Unit Scale - Ultraman
Ethnic Diverse City Styles - GeomodderInstallation:To install, extract this mod into your Civ 4 Warlords installation directory, in the Mods folder.
This is normally:
C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Warlords/Mods/
If you would like the mod to begin on startup:
Go to your CIV Warlords installation directory, and double-click on _Civ4Config.ink.
This will bring up a text file. Find the following:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0
and change it to:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Mods\Visimod
It will then run whenever you run Warlords. To stop this, undo the above change.
Troubleshooting:
If the mod has no effect, check that the mod is not stored as follows:
Mods/Visimod x.x/Visimod/
If this is the case, move the 'Visimod' folder so that it appears as:
Mods/Visimod/Known Bugs:
Some Axemen cause CtDs (fixed and ready for next patch)
Many unit scales need modifying
Some units are without formations (working on)
Carthage has the wrong warrior unit.
Please report any other bugs found
Version 0.12 Plans:
Melee unit formations Working on
Scales fix
Maceman re-name (now footman)
Various EDUnits:
African Cavalry
African Crossbow
African Grenadier
African Machine Gun
Egyptian Footman
Egyptian Knight
Incan Longbowman
Mesoamerican Crossbow
Mesoamerican Cavalry
Russian Musketman
Zulu Horseman
NikNaks Jul 15, 2007, 04:26 AM Melee formations teaser:
http://img366.imageshack.us/img366/815/meleeidleformationgu4.th.jpg (http://img366.imageshack.us/my.php?image=meleeidleformationgu4.jpg)
I think it turned out pretty well. Thoughts?
NikNaks Jul 15, 2007, 06:23 AM Mods Included:
Ruff's Cobbled SG Modpack (http://forums.civfanatics.com/showthread.php?t=168783) ruff_hi
With more options than you can shake a stick at, Ruff's mod adds a whole load of new features to Civ 4, including Civ4Lerts, Not Another Game Clock Mod and many more. You can customise your game using Alt-J when playing.
Sevopedia (http://forums.civfanatics.com/showthread.php?p=4917293) Various (currently maintained by Gaurav)
Making the Civilopedia much more useful, this mod adds a stramlined interface and new category screens. You can always turn it off, of course (Alt-J) ;)
ActualQuotes (http://forums.civfanatics.com/showthread.php?t=181857) Willowmound
This mod adds a whole load of new diplomacy text, meaning leaders may now use their actual quotes.
Ethnically Diverse Units (http://forums.civfanatics.com/showthread.php?t=167435) Rabbit, White
This mod makes units much more interesting, by introducing ethnic diversity for many units. I've since added many, many more units to make it even better.
Better Unit Scale (http://forums.civfanatics.com/showthread.php?p=5278413) Ultraman
Although little known, this modcomp tweaks the scales of units to make them appear slightly more realistic.
Ethnic Diverse City Styles (http://forums.civfanatics.com/showthread.php?t=229517) Geomodder
Making good use of the tags ignored by Firaxis, this mod makes cities appear as if they're straight out of history.
Better AI (http://forums.civfanatics.com/forumdisplay.php?f=245) Blake
This slipped into my mod by accident, but I decided to keep it :) It improves the AI by quite a way. If you don't like it, simply delete the CvGameCore.dll in the Assets folder. It will be available as an optional extra in future versions.
Chuggi Jul 15, 2007, 08:31 AM Looks alright! Good job on the first release.
I'm not familiar with some of the mods you added, maybe you could add a description of what they do? (I'll find the threads for them in the meantime).
GeoModder Jul 15, 2007, 08:52 AM Ah, ready for release. :D
Btw, I'm not the one to thank for the city art/building graphics, but merely for the city art xml part. ;)
NikNaks Jul 15, 2007, 08:54 AM @Chuggi
I'm never good at write-ups...
I'll see what I can do.
@Geo
So who do I thank? Cham did a few IIRC...
GeoModder Jul 15, 2007, 08:57 AM @Geo
So who do I thank? Cham did a few IIRC...
From my readme: asioasioasio, Chamaedrys, C.Roland, Ganart, Sevo, White Rabbit, Woodelf and last but not least the FfH artteam.
So the list is not as long as you may have feared. ;)
NikNaks Jul 15, 2007, 09:09 AM Edited. ;) Thanks, Geo.
EDIT: I've also added those descriptions you asked for, Chuggi.
Sword_Of_Geddon Jul 15, 2007, 09:15 AM Good job Niknak. :goodjob: Your work has finally paid off.
thomas.berubeg Jul 15, 2007, 09:24 AM i'm guessing this is warlords? doo you plan to do a BTS version eventually?
NikNaks Jul 15, 2007, 09:26 AM Yup. I swear I put that in the OP... Oh well. Edited.
And yes, a BtS version will be on the way as soon as I get my hands on it :D
Chuggi Jul 15, 2007, 09:44 AM Edited. ;) Thanks, Geo.
EDIT: I've also added those descriptions you asked for, Chuggi.
Thanks!!! :)
NikNaks Jul 15, 2007, 09:45 AM No, thank you for the idea ;) The more info, the better.
By the way, if anyone could take some screenies, it'd be much appreciated.
GeoModder Jul 15, 2007, 09:59 AM Lemme have some food first, and I'll start a testgame thereafter. :D
NikNaks Jul 15, 2007, 10:00 AM Cool. I'm off cycling, so I'll check back in 15 minutes.
Psycadelic_Magi Jul 15, 2007, 10:28 AM Looks good... Although a quick glance at the civilopedia did make it look like a fair few of the units havent been linked up to their respective civs correctly (no 'unique unit for...')... And when I played as the egyptians they used a very caucasian-looking worker.
But keep up the good work!
NikNaks Jul 15, 2007, 10:30 AM Yes, I know. I coded it and yet they don't come up... Very confusing indeed...
I'll try and fix that for v0.11
If anyone has anything that they think would fit in with this, please drop me a PM or post here and I'll put it on my to do list.
GeoModder Jul 15, 2007, 11:00 AM Same remarks as psycadelic in general. I also dropped back to desktop (playing as Carthage) when I tried to put their scout in a building list for the capital... have to check in the nifviewer if perhaps my graphics card can't handle this model or what. I did browse a bit in the Civipedia and noticed that the elephants from one of the artists don't show well with my graphics card, but that's not a problem of the mod, merely my weak card.
O yes, when starting the game as Carthage, an xml exception popped up for their swordsman IIRC. It let me go through after clicking a few times on the OK-button.
NikNaks Jul 15, 2007, 11:03 AM Yes, I left that Formation error in accidentally. It's the non-existant 'Caucasian' swordsman, right? The first error might be fixed when I re-do the buttons...
GeoModder Jul 15, 2007, 11:04 AM Yes, I left that error in accidentally. It's the non-existant 'Caucasian' swordsman, right?
Yep, that's the one. :)
NikNaks Jul 15, 2007, 11:05 AM I've already fixed that one, so there's no worries there.
EDIT: On the matter of the Carthage Scout, the button is incorrectly referenced, so that's probably the problem.
Sword_Of_Geddon Jul 15, 2007, 11:19 AM New city set for India is on the graphics board(Southeast Asian city set). :)
NikNaks Jul 15, 2007, 11:21 AM I was the first post on that thread :p It's a real shame I can't program that aspect of the XML :sad:
Geo's planning on putting it in his EDC, so when he does, I'll update right away.
EDIT: See the OP for a small patch. It should fix your CtD, Geo.
EDIT 2: See the OP for another patch. Forgot to attach a couple of files.
EDIT 3: See the OP for yet another patch. Forgot to fix the Caucasian Swordsman bug.
GeoModder Jul 15, 2007, 12:56 PM Only checked on the first edition sofar, but there's a glaring lack of Cavalry units in the Worldbuilder and the Civipedia, while I do see their graphic files in the folderstructure. Also there's a profound scale difference between the ships that reference to the ShipScaleMod (the vanilla ships), and those you included yourself.
Same for the archers, but there's the difference in scale between 5-10%.
Those are the errors. Sometimes I feel there's an overabundance of ethnic units, but that's just a matter of taste. ;)
I suppose you already knew about the worker/warrior mismatch?
NikNaks Jul 15, 2007, 01:06 PM I had those scales on my to-do list to fix. Which cavalry units are you referring to?
GeoModder Jul 15, 2007, 01:08 PM Which cavalry units are you referring to?
All of them, except the vanilla cavalry and the cossack.
NikNaks Jul 15, 2007, 01:08 PM Odd... I don't remember having Cavalry art. I'll check.
So I do! I'll be sure to code that.
Now coded and fully functional.
NikNaks Jul 16, 2007, 04:33 AM Post #1 updated with the 0.11 patch. Cavalry units coded as well as a few new units, along with that cleaned-up UnitInfos file you wanted, Geo.
Sword_Of_Geddon Jul 16, 2007, 05:29 AM Just wanted to point out you can get a mounted Samurai(Knight replacement) from the Total Realism mod, just ask them before taking it I guess.
NikNaks Jul 16, 2007, 05:32 AM I already have that, I think. Didn't danrell make it?
EDIT: Yep, here (http://forums.civfanatics.com/showthread.php?t=210005) it is. I might use those other two as well. Didn't use them before...
NikNaks Jul 16, 2007, 10:44 AM See post 3 for melee formations teaser. Thoughts and comments?
Chuggi Jul 16, 2007, 02:50 PM Nice formation. Were you planning on including the regiments mod as well?
NikNaks Jul 16, 2007, 02:57 PM I was planning on carrying on Rabbit, White formations that he started. I might include Regiments for a few later units like marines, tanks and maybe some riflemen. Any new flavour units in the works?
Chuggi Jul 16, 2007, 03:10 PM I was planning on carrying on Rabbit, White formations that he started. I might include Regiments for a few later units like marines, tanks and maybe some riflemen. Any new flavour units in the works?
Not the kind of flavour units you're after but I'll go back to making them soon. I'm just looking at the regiments screenshots now, and I agree that the marines, tank and infantry formations would be great.
NikNaks Jul 16, 2007, 03:11 PM I like what he did with the tank. Adding a couple of marines on the side was cool :)
sepamu92 Jul 16, 2007, 03:59 PM Good job, looks like you put a lot of work into this one :D All in all it looks great, but to be honest there's one big thing I don't like. It seems like, for many civilizations, many of the units look almost exactly the same, i.e. for the Romans several units are just re-equipped Praetorians. And also I don't think you need so many flavor units for the English, French and Germans. Here, instead of perfectly appropriate Crossbowmen and Pikemen for these civs, you have a multitude of the same re-skinned Maceman. And I think this has the exact opposite effect of what you had hoped to do - it (IMO) takes a lot of flavor away from the game.
Of course I'm sure it's all a matter of taste, and if others like it that way, then great :)
NikNaks Jul 16, 2007, 04:06 PM I see what you mean. I hope to find more varied units for each civ soon. If you'd be willing to help... nudge, nudge.
Sword_Of_Geddon Jul 22, 2007, 02:00 PM Everyone who likes Geomodder's Ethnic Diverse City mod and White Rabbit's Ethnic Diverse units mod WILL love this mod, as its a combination of both. Try it trust me you won't be dissapointed.
NikNaks Jul 22, 2007, 03:59 PM Er... thanks for the plug there, Swoggy. As soon as I get my hands on BtS, I'll set to work updating this, with a few added bonuses, too. ;)
GeoModder Jul 23, 2007, 09:26 AM Not to intruse too much on your thread, NikNaks, but how do you feel about a few buildings looking more modern in the modern/future era? I had thought of the Forge, Aquaduct, Granary and Colosseum... Aquaduct would become the sewage plant graphic, granary a silo graphic, colosseum the stadium and the forge become a 18-19th century-looking factory hall.
NikNaks Jul 23, 2007, 09:28 AM That'd be great! Are you planning to code it into Ethnic Citystyles?
GeoModder Jul 23, 2007, 11:16 AM It's already done. Just asked because if you prefered the original graphics throughout the ages I would need to make a different version for you. ;)
Okay, feel like some modding today, let's see how far we get with the Indian artstyle. :D
NikNaks Jul 23, 2007, 11:17 AM Are you heading towards a BtS version?
GeoModder Jul 23, 2007, 12:34 PM Already responded in private I believe. ;)
GIR Jul 23, 2007, 01:08 PM Yup. I swear I put that in the OP... Oh well. Edited.
And yes, a BtS version will be on the way as soon as I get my hands on it :D
YES!!!
you da man! :goodjob:
NikNaks Jul 23, 2007, 01:11 PM :D If only I'd gotten my hands on it sooner...
I should have a copy by tomorrow.
Psycadelic_Magi Jul 23, 2007, 02:01 PM I dont know how hard it is to convert these things but any chance of a 2.11 compatible version while I wait for BtS to come?:p
(Was posted by PLAY.com yesterday... Wonder if I'll get it before I go on holiday to hungary on wednesday... hmmm...)
Sword_Of_Geddon Jul 25, 2007, 11:18 AM Seriously guys try this mod, its like White Rabbits only better, because it has MORE flavor and ethnicly deverse cities!
NikNaks Jul 25, 2007, 11:21 AM Please, Swoggy. Calm down already! :lol:
blunt3d Jul 29, 2007, 06:51 AM Any chance of a 2.13 warlords version coming out? My game keeps crashing with the new patch.
NikNaks Jul 29, 2007, 09:55 AM If you want it compatible, you'll have to sacrifice the interface and SDK changes. If you still want it, I could do the XML for you, but I'm going to focus on a BtS version.
NikNaks Jul 30, 2007, 05:01 PM Just a quick status check. BtS conversion is going well. Thanks to Geo, White Rabbit and Willowmound's speedy updates, I'm close to completing the XML. Hopefully an interface update will be completed in the near future, along with a few modules which add new slants to the game (all optional).
Also, if anyone is interested in joining as a Modern Unit maker, SDK programmer or module designer or coder, please PM me. BtS will be required.
Mike.doc Aug 15, 2007, 08:03 AM One of you could tell me whare to download this mod?
It's anavailable on File Front!:mad:
NikNaks Aug 15, 2007, 08:15 AM Unfortunately FileFront removed it without me noticing :blush:
If you really want the mod (now incompatible with the 2.13 patch) I could re-upload.
Do you have BtS? If you do, I'm working on a bigger BtS version.
Mike.doc Aug 15, 2007, 08:30 AM Yess! It will be very kind of you to re-upload it, thanks!
Btw, I've Bts but I've an XML problem and no way to play with. 2KGames (and me) seems inefficient to solve my problem till now!
NikNaks Aug 15, 2007, 08:31 AM Have you tried re-installing BtS?
NikNaks Aug 15, 2007, 10:39 AM Re-uploaded (http://forums.civfanatics.com/downloads.php?do=file&id=6140)
biggamer132 Aug 21, 2007, 01:21 PM So, is the version in the first post BtS-compatible? I think the game is going to be delivered today and I'd love to play with this mod.
NikNaks Aug 21, 2007, 01:22 PM No, but you'll be able to play a slightly smaller version in the BUG Project's flavour mod.
Mike.doc Aug 22, 2007, 01:48 AM :) Thanks NN having re-uploaded Visimod!
I love it.
One problem: on starting it, error message about these Caucasian guys.
"Unit_Swordsman_caucasian info class was incorrect..."
How to resolve it?
NikNaks Aug 22, 2007, 02:01 AM Ah, that's in the formations file. To fix it, enter the file, and delete lines with:
<UnitType>UNIT_SWORDSMAN_CAUCASIAN</UnitType>.
I think that's how it works.
Mike.doc Aug 22, 2007, 02:32 AM ..is located that "formation file"?
NikNaks Aug 22, 2007, 02:51 AM Visimod/Assets/XML/Units/Civ4Formations.xml
mravioli Aug 27, 2007, 03:46 AM do u plan on adding supercivs mod and total realism?
NikNaks Aug 27, 2007, 03:51 AM No, this is an Unaltered Gameplay mod.
Mike.doc Aug 27, 2007, 06:27 AM I can't open the last file "civ4Formation.xml". Forbidden access. Danger.
Have an idea?
NikNaks Aug 27, 2007, 07:28 AM That's probably down to Anti-virus software on your computer. If you can't open it, either download the BtS version (see the BUG Mod link in my sig and download the Flavor version), or I'll upload a fix for it.
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