View Full Version : [BTS] Ethnically Diverse Units v3.0


Rabbit, White
Jul 25, 2007, 08:51 PM
Ethnically Diverse Units MOD Beyond the Sword Edition
Version 3.14

UPDATE: Version 3.14 fixes a bug that was introduced in version 3.13

This is the Beyond the Sword version of the Ethnically Diverse Units MOD (hence forth referred to as EDU BTS). If you're not familiar with the Ethnically Diverse Units MOD you can read a more detailed desription in the original thread (http://forums.civfanatics.com/showthread.php?t=167435). The only thing I will mention here is that this mod does not in any way modify the gameplay, it is strictly a graphical modification.

Download EDU BTS v3.14 (http://forums.civfanatics.com/downloads.php?do=file&id=6216)

Thanks to mamba you can download the modular version of the mod here http://forums.civfanatics.com/uploads/76988/EDU_v314_modular.zip.

As you may already be aware, the BTS expansion includes many ethnic units. However the units that appear in the game are only part of all the units that were made. All the units however are included on the CD, in other words, think of them as the lost units from vanilla - the resources are there but are not being used. This mod adds those units, 29 in total, to the game as well as a few more things.

All the ethnic units, other than those taken from Warlords scenarios and the BTS Charlemagne scenario, have been made by the EDU team, with guidance from the talented artists at Firaxis.

The EDU team consists of (in alphabetical order):

AlazkanAssassin
Alexander01
C.Roland
Cham
Danthrax
Elhoim
Impaler
Kael
Ploeperpengel
seZereth
White Rabbit

There are more than 50 new ethnic units, and altogether, with those taken from Warlords and Charlemagne, and some default/vanilla ones, they cover 16 units across 5 styles - European, Greco-Roman, Middle-Eastern, Asian and South American (aka Native).
The units that have ethnic styles are - Settler, Worker, Warrior, Scout, Archer, Spearman, Chariot, Horse Archer, Axeman, Swordsman, Longbowman, Crossbowman, Pikeman, Maceman, Knight and War Elephant. Here are screenshots of all the units, based on art style, in the following order - European, Greco-Roman, Middle-Eastern, Asian and South American.

http://img529.imageshack.us/img529/8289/edu3eurounitsuf1.th.jpg (http://img529.imageshack.us/img529/8289/edu3eurounitsuf1.jpg) http://img294.imageshack.us/img294/493/edu3grecounitspo3.th.jpg (http://img294.imageshack.us/img294/493/edu3grecounitspo3.jpg) http://img222.imageshack.us/img222/3246/edu3mideastunitsag8.th.jpg (http://img222.imageshack.us/img222/3246/edu3mideastunitsag8.jpg) http://img224.imageshack.us/img224/73/edu3asianunitspo7.th.jpg (http://img224.imageshack.us/img224/73/edu3asianunitspo7.jpg) http://img228.imageshack.us/img228/8397/edu3nativeunitsfw6.th.jpg (http://img228.imageshack.us/img228/8397/edu3nativeunitsfw6.jpg) http://img204.imageshack.us/img204/5791/edu3africanunitsxj0.th.jpg (http://img204.imageshack.us/img204/5791/edu3africanunitsxj0.jpg)

In addition to the ethnic units, this mod also includes scale adjustments of naval units based on Elhoim's Better Ship Scale (http://forums.civfanatics.com/showthread.php?t=161368) mod, plus minor scale adjustments to other units. As well as more interesting Settlers' "formations" with bigger families.


In comparison to the original EDU mod, EDU BTS is missing several things.

There are no African units - this is due to the fact that the initial version of the mod only supports the official art styles, which do not include African. In future versions I'll add the African, and possibly more styles.

There are no modern ethnic units - this is because in the modern age the difference between units is not based on ethnicity but rather on the actual civ. In other words, there is no "generic European" look for the tanks. Instead there are Russian, British, French and so on, tanks. I'm not yet sure how to handle that, but I don't want to create a separate art style for every civ.

There are no ethnic palaces or additional city styles - I decided to refocus the mod on units only. There is a great Ethnic Diverse Citystyles (http://forums.civfanatics.com/showthread.php?t=229517) mod by GeoModder that does a much better job of providing many styles of buildings. And if you wish to combine the two, well I saw at least two people working on that, and probably more so no worries on that front either. ;)

There are no formations (beside the modified settlers) - to be honest the only good formations idea I had was for the spearman, rest would've probably just ended up something I'd change from version to version 'cause I can't decide on what to do. Plus, there's enough work as it is without worrying about formations anyway. If there's a high demand for that, I'm sure somebody would come along and do it.

Much thanks goes to...

Kael and Impaler for organizing and leading this project.

C.Roland, AlazkanAssassin, Ploeperpengel, seZereth and Cham for creating many ethnic units.

Elhoim for texturing (pretty much all) the units.

Alexander01 and Danthrax for helping with research and providing much needed resources.

Firaxis for providing their help and expertise and of course, of course, for including the ethnic units in the game. Something like this is pretty much a dream of any modder and I am grateful to have been so lucky.

Installation Instructions

As a MOD
1. Unzip the contents of the file into /Mods folder
2. Launch the game and go to Advanced -> Load MOD
3. Select EDU and click OK

As CustomAssets (this will apply the mod without having to load it but may conflict with other mods, or custom assets that you might be using).
1. Unzip the contents of the file into a temporary directory
2. Copy the contents of the Assets folder, which is inside the EDU folder, into CustomAssets directory
3. Run the game

Future Plans
At this point priority number one is adding African art style and units, after that we'll see.

Version History

[b]Version 3.14
Fixes XML bug

Version 3.13
- Added ten African units
Worker
Warrior
Scout
Archer
Spearman
Chariot (Bakuel)
HorseArcher
Axeman
Swordsman
WarElephant

- Added 2 Arabian units
Chariot
Spearman

Version 3.01
- Added European War Elephant in XML

Version 3.0
- Initial Version

Download EDU BTS v3.14 (http://forums.civfanatics.com/downloads.php?do=file&id=6216&act=down)

Enjoy! :)

sepamu92
Jul 25, 2007, 09:11 PM
Looks wonderful! :D I love all those Native units!

BTW, with the European pikeman, is the shield always a cross or does it carry the Civ's flag pattern?

snafusmith
Jul 25, 2007, 09:13 PM
Probably the most used, and most needed modification to any version of Civ4 - great to have it for BtS now. Good work RW!

ohcrapitsnico
Jul 25, 2007, 09:24 PM
Awesome. :)

I can't wait to see you implementing more ethnic groups...

Rabbit, White
Jul 25, 2007, 09:43 PM
Thanks guys, but really, the credit goes to the entire team.

Looks wonderful! :D I love all those Native units!

BTW, with the European pikeman, is the shield always a cross or does it carry the Civ's flag pattern?
Yeah, the shield carries the flag pattern/color. It's a new shader they added in BTS, it's used in the Charlemagne scenario. Unfortunately there was no update to the max plugin that would include this new shader, which means the only way to take advantage of it so far, that I could find, is reusing the shields from those units in the scenario that use that shader.

Sword_Of_Geddon
Jul 25, 2007, 10:43 PM
Any plans to combine this with Geo's mod? Or is the Visimod the only mod with that idea(ethnic units and cities)going to be implemented. Just curious.

snafusmith
Jul 25, 2007, 11:38 PM
Unfortunately there was no update to the max plugin that would include this new shader, which means the only way to take advantage of it so far, that I could find, is reusing the shields from those units in the scenario that use that shader.

I hope somehow that shader becomes usable - I can only imagine the things we could do with it!!!

NikNaks
Jul 26, 2007, 01:40 AM
It's a shame that you haven't added more styles, but I guess that's something that cn easily be fixed.
Good to see this for BtS, though! :goodjob: to the team.

That shader sounds really good!

frenchman
Jul 26, 2007, 02:04 AM
:goodjob: and :thanx: you are the :king:
:)

woodelf
Jul 26, 2007, 06:27 AM
Good work guys. :thumbsup:

GeoModder
Jul 26, 2007, 07:57 AM
Wow, it's out already?
Big thanks for this, WR. I'll use it as a base to port the ethnic citystyles on.

Rabbit, White
Jul 26, 2007, 08:42 AM
Any plans to combine this with Geo's mod?

Big thanks for this, WR. I'll use it as a base to port the ethnic citystyles on.

:)

I hope somehow that shader becomes usable - I can only imagine the things we could do with it!!!

Yeah, I hope there will be a way to take advantage of it. Maybe the same folks that did the importer for max will figure it out. For now though, the Charlemagne scenario has at least 3 different shields that use it IIRC, so for any medieval unit one might want to create that base is covered.

Impaler[WrG]
Jul 26, 2007, 10:31 AM
Glad to see all those units again, I've been missing them :goodjob:

Sword_Of_Geddon
Jul 26, 2007, 12:19 PM
Glad to hear that the power of this mod and Geo's will combine into one awesome force. Nothing will stand in your collective way! :lol:

Dom Pedro II
Jul 26, 2007, 06:33 PM
So does include all of the ethnic units from the previous encarnation of EDU? I'm assuming that it probably does since you make reference to all the talented artists who contributed, but I notice that you only have screenshots of the Firaxis units... so I'm a little confuzzled.

Grey Fox
Jul 26, 2007, 06:39 PM
Sweet. I'm gonna do some personal modding soon I think to make the Epic game a bit more like I want it. And this would be an excellent start.

Impaler[WrG]
Jul 26, 2007, 06:40 PM
This looks to be just activation of 'Lost' BtS EDU contents (thus this download should be xml only), new Styles and expansions to the current styles will likely be the next phase. I'd like to see Musketmen and Rifleman targeted for the next layer in terms of tech tree depth extension and the aforementioned African set for Diversity expansion. thats 28 units total but most already exist in some form.

ohcrapitsnico
Jul 26, 2007, 06:40 PM
So does include all of the ethnic units from the previous encarnation of EDU? I'm assuming that it probably does since you make reference to all the talented artists who contributed, but I notice that you only have screenshots of the Firaxis units... so I'm a little confuzzled.

No, it is only based on what is in BtS.

WR said he'll eventually add more units and ethnic styles.:)

C.Roland
Jul 26, 2007, 06:52 PM
So does include all of the ethnic units from the previous encarnation of EDU? I'm assuming that it probably does since you make reference to all the talented artists who contributed, but I notice that you only have screenshots of the Firaxis units... so I'm a little confuzzled.

In fact, those units aren't made by Firaxis but by the team listed in the credits.

Dom Pedro II
Jul 26, 2007, 06:59 PM
In fact, those units aren't made by Firaxis but by the team listed in the credits.

Yeah, I started to realize that after I posted... impressive work :yup:

GeoModder
Jul 27, 2007, 06:40 AM
;5734506']This looks to be just activation of 'Lost' BtS EDU contents (thus this download should be xml only), ...

There are some graphic files in the download. I suppose updates on what is in the BtS disc.

Aeven
Jul 27, 2007, 07:27 AM
Yes! Thank you :) I know the game will look MUCH better now :)

Rabbit, White
Jul 27, 2007, 08:33 AM
There are some graphic files in the download. I suppose updates on what is in the BtS disc.
Yeah, these are just minor updates/fixes to some of the units. For the most part they're not even noticeable unless you know what you're looking for. I just thought that since I already went through the trouble of fixing them, might as well add them to the mod. :)

Yes! Thank you :) I know the game will look MUCH better now :)
Glad you like it :thumbsup:

GeoModder
Jul 27, 2007, 06:51 PM
There's a elephant unit bug in the mod, White Rabbit.
It seems the entries for the european elephant are missing in CIV4UnitArtStyleTypeInfos.xml

Rabbit, White
Jul 27, 2007, 09:00 PM
There's a elephant unit bug in the mod, White Rabbit.
It seems the entries for the european elephant are missing in CIV4UnitArtStyleTypeInfos.xml
You are correct, I totally forgot him.

I've updated the mod with the fixed XML and put up a new screenshot that shows the elephant.

sepamu92
Jul 27, 2007, 09:09 PM
Heh, poor guy has to balance on top of an elephant :goodjob:

Lars_Domus
Jul 28, 2007, 06:45 AM
So.. Why were so many of the units dropped from the final release of BtS?

I'll have to say, the EDU team really did a bang up job! :goodjob: It's a pity so much of it has been hidden.

C.Roland
Jul 28, 2007, 08:52 AM
So.. Why were so many of the units dropped from the final release of BtS?

I'll have to say, the EDU team really did a bang up job! :goodjob: It's a pity so much of it has been hidden.

Lack of time, the lead artist have to review all the units before they get included and he didin't have tim to review all.

GeoModder
Jul 28, 2007, 09:43 AM
At least they've put them on the disc anyway. ;)

ohcrapitsnico
Jul 28, 2007, 10:01 AM
At least they've put them on the disc anyway. ;)

My thoughts exactly.:) Now I get to use them.:p

Lars_Domus
Jul 28, 2007, 11:47 AM
Lack of time, the lead artist have to review all the units before they get included and he didin't have tim to review all.

Oh! Well, that makes sense then :) (I know these kind of situations often come about as a result of time constraints, but it seemed a bit weird in this case, when all the units were right there on disc anyway.)

Sword_Of_Geddon
Jul 28, 2007, 02:32 PM
If everyone wants cities to go along with the ethnic units try this mod: http://forums.civfanatics.com/showthread.php?t=234268

sepamu92
Jul 28, 2007, 02:41 PM
One question, Rabbit: will the African and later styles use art from the forums like in the previous EDU, or will it include specially-made art by the EDU team?

Rabbit, White
Jul 28, 2007, 07:33 PM
One question, Rabbit: will the African and later styles use art from the forums like in the previous EDU, or will it include specially-made art by the EDU team?
It'll depend on the units. Some will be made, some will be taken from the forums and some might be a combination of both.

strategyonly
Jul 29, 2007, 06:31 PM
Whom ever did the Civ4UnitInfo file could they please not use the square boxes anymore, this stuff is WAY to hard to read or use!! thx

GeneralMatt
Jul 29, 2007, 07:15 PM
Good work. :)


Yeah, the shield carries the flag pattern/color. It's a new shader they added in BTS, it's used in the Charlemagne scenario. Unfortunately there was no update to the max plugin that would include this new shader, which means the only way to take advantage of it so far, that I could find, is reusing the shields from those units in the scenario that use that shader.


On this note, the shader also appears on the regular knight in-game, at least the European on with the lance if it is by default Ethnically diverse..

I also noticed you and your team were in the Credits in the Manual! :goodjob:

artemisarrow
Jul 29, 2007, 08:12 PM
does this mod include also the units from next war? the futuristic mech and cyborg units??

ohcrapitsnico
Jul 29, 2007, 08:46 PM
Whom ever did the Civ4UnitInfo file could they please not use the square boxes anymore, this stuff is WAY to hard to read or use!! thx

I noticed that too.:)

If you open it up in wordpad, it looks fine. Is it alright to edit xml files in wordpad?

Rabbit, White
Jul 29, 2007, 09:34 PM
Whom ever did the Civ4UnitInfo file could they please not use the square boxes anymore, this stuff is WAY to hard to read or use!! thx
I noticed that too.:)

If you open it up in wordpad, it looks fine. Is it alright to edit xml files in wordpad?
If you're seeing square boxes then my guess is you're seeing the tab character in an editor that doesn't understand it, so for the love of all that's pure and good I will ask you a favor - do not use notepad to edit these files. :)

XML files are just simple text files so theoretically one should be able to use them in notepad but the fact is that people like to use code-like structure when writing them, and that requires the use of tab.

As far as opening them in wordpad it should be fine as long as it doesn't put any weird symbols in there. However, I strongly recommend using something like notepad++, just google it, it's a quick download, light program, got tabs and displays XML in a readable format. :goodjob:

Good work. :)

On this note, the shader also appears on the regular knight in-game, at least the European on with the lance if it is by default Ethnically diverse..

I also noticed you and your team were in the Credits in the Manual! :goodjob:
The knight with the lance is from Charlemagne scenario and also features a shield with that shader.

And yeah I got a huge kick out of seeing my name in the manual. :D :banana:

does this mod include also the units from next war? the futuristic mech and cyborg units??
Nope.

GeneralMatt
Jul 29, 2007, 09:41 PM
The knight with the lance is from Charlemagne scenario and also features a shield with that shader.

And yeah I got a huge kick out of seeing my name in the manual. :D :banana:
Nope.

They must have used the same graphics as I saw this knight in the normal game (Well with the Next war tacked on).. And I actually haven't got around to playing the Charlemagne scenario, been having a bit of trouble with my PC.

It sure would be cool having a Firaxis (Or anyone for that matter) list your name in there manual. :p

C.Roland
Jul 30, 2007, 08:54 PM
They must have used the same graphics as I saw this knight in the normal game (Well with the Next war tacked on).. And I actually haven't got around to playing the Charlemagne scenario, been having a bit of trouble with my PC.

It sure would be cool having a Firaxis (Or anyone for that matter) list your name in there manual. :p

Yeah, we use some of the Charlemagne scenario units as the Europeen medieval units (they are so cool with the flag symbol shield:cool: ), so the guy with the lance is the europeen knight and the vanilla knight is the meediteraneen knight.

GeneralMatt
Jul 30, 2007, 09:02 PM
Hmm, so you guys did that before it was released? That makes sense.. cool. :p I
just hope you used the light spearmen for the European Spearman, I dislike the original.

doronron
Jul 30, 2007, 09:22 PM
I have to admit, the units in Charlemagne are the best of the scenario units released with BtS. Really hope they all get used in some way for EDU.

Rabbit, White
Jul 30, 2007, 10:58 PM
Hmm, so you guys did that before it was released? That makes sense.. cool. :p I
just hope you used the light spearmen for the European Spearman, I dislike the original.
We didn't use the original for the European spearman, but we didn't use the one from Charlemagne either. If you want you can check out the first screenshot to see what we ended up using.

Sword_Of_Geddon
Jul 30, 2007, 11:09 PM
So has work begun on adding in the African units?

Rabbit, White
Jul 31, 2007, 08:58 AM
So has work begun on adding in the African units?
I'm in the process of going over my own units as well as the stuff made by the community and figuring out which ones I'll want to use and which ones I'll have to make. Unfortunately I'm keeping rather busy these days and any serious civ4 related work is confined to the weekends.

GeneralMatt
Jul 31, 2007, 11:17 AM
We didn't use the original for the European spearman, but we didn't use the one from Charlemagne either. If you want you can check out the first screenshot to see what we ended up using.

Thanks, I will have to take a look..

Kalimakhus
Jul 31, 2007, 12:48 PM
First of all thanks a lot for making my civ experience more colorful.

One thing I like you to consider while adding new units is to make Ancient Egyptian ones different from those of Mesopotamia. This is something that disappointed me with BTS and as you are using their concept of grouping middle east units together for all eras it still shows in your mod.

The older EDU included quite excellent egyptian units. Some of them have made it to BTS. Unfortunately the settler, worker, the swordsman, the maceman, and maybe others are not egyptians by any means.

By the way the swordsman is not middle eastern at all niether egyptian nor mesopotamian. It looks more indian in fact.

For middle ages it is quite accurate to have same units for the whole region. My only note will be that middle-eastern knights shouldn't use lances. They should actually use swords.

Anyway, combined with geo's city styles, your mod is already my default way for playing BTS now. I don't need to play the regular game any more.

Rabbit, White
Jul 31, 2007, 01:35 PM
First of all thanks a lot for making my civ experience more colorful.

One thing I like you to consider while adding new units is to make Ancient Egyptian ones different from those of Mesopotamia. This is something that disappointed me with BTS and as you are using their concept of grouping middle east units together for all eras it still shows in your mod.

The older EDU included quite excellent egyptian units. Some of them have made it to BTS. Unfortunately the settler, worker, the swordsman, the maceman, and maybe others are not egyptians by any means.

By the way the swordsman is not middle eastern at all niether egyptian nor mesopotamian. It looks more indian in fact.

For middle ages it is quite accurate to have same units for the whole region. My only note will be that middle-eastern knights shouldn't use lances. They should actually use swords.

Anyway, combined with geo's city styles, your mod is already my default way for playing BTS now. I don't need to play the regular game any more.
Thanks Kalimakhus, I'm glad you're enjoying it.

As far as more uniquely Egyptian units, that's definitely on the agenda. I just want to add the African style first and then I'll start adding more "sub-styles" as it were - Egyptian, Indian, Mongolian, etc.

And yes the swordsman is really more Indian than anything else but that's how the whole MidEast set is - it's an amalgamation of at least four prominent styles - Egyptian, Indian and Arabian and Persian (the elephant is also Indian :)), plus whatever other minor influences inspirations we might've had at the time.

As for the knights, well call it artistic license. ;) While I try to give a more accurate cultural look my priorities are popular perception - that's why the South American set looks as it is, and personal fun - when I was making the ME knight, we already had three knights using the sword and I just decided that a lance would be more interesting. I actually recently had a game where my ME knights clashed with some European knights and it looked really good. :D

Sword_Of_Geddon
Jul 31, 2007, 02:22 PM
We got a guy on the forums named Bakuel whos created a whole bunch of Egyptian units recently, whos also created some mesoamerican units recently as well. Eventually you'll be able to give the Incans their own subset of flavor as well thanks to Bakuel methinks.

Do you plan on making flavor musketmen and Rifleman because Bakuel, Bernie and others have already made some for Africa, Mesoamerica, and other regions such as India?

GeoModder
Jul 31, 2007, 02:25 PM
I think my biggest request at this stage would be ethnic explorers. I literally hate seeing Hernán Cortés ;) running errands for any god-given civ outthere.

sepamu92
Jul 31, 2007, 02:31 PM
I think my biggest request at this stage would be ethnic explorers. I literally hate seeing Hernán Cortés ;) running errands for any god-given civ outthere.

Yes, the current explorer works fine for Mediterranean and European civs but for the others it's a bit strange. Same with Musketman, really. The problem is making them look different enough from the scouts.

GeoModder
Jul 31, 2007, 02:42 PM
Well, there's already a nice amount of musketman (including at least one of you :goodjob: ) in the database so that's not really the problem.

Rabbit, White
Jul 31, 2007, 03:40 PM
I would like to avoid "unit creep". It would be very tempting to put a lot of styles and a whole lot of units but I'd like to leave myself some time to work on other stuff other than EDU and plus I want to keep the mod from becoming too much of a graphical burden.

In any case, right now my goals are simple - African set, beyond that, time will tell. :)

ruizbumkins
Jul 31, 2007, 05:32 PM
Hello All

Long time lurker, first time poster

I just downloaded EDU, which is awesome, but Im having a problem: Me and my wife play hotseat mode, but for some reason it crashes to desktop. Single player works fine. Any ideas??

TheLastOne36
Jul 31, 2007, 05:43 PM
I'm gonna download this for one reason! The Ethnically diverse units in BTS, is forgotting on ethiopia! :p

The Ethiopian units are still white!!! :lol:

Also this may be more of a request, but The Mongolians have Chinese Cities. (same with the Indians) maybe that should be changed?

The mongolians had Tents and Huts, similar (but not the same) as the Native Americans.

And Indian cities shouldn't be Chinese cities! :lol:

Also Native America and Meso and Southern American civs had differint looking cities.

edit: I just found out this thread is about units not cities... :blush:

GeoModder
Aug 01, 2007, 02:30 PM
edit: I just found out this thread is about units not cities... :blush:

If you're interested in ethnic cities, check my Ethnic Artstyles mod. ;) (EDU is included in it)
Unfortunately, no unique citistyles for the Mongolians (nobody made a yurt cityset yet), but the Indians use a blend of 3 styles throughout the era's.

LtChambers
Aug 01, 2007, 07:25 PM
I love the ethnically diverse units, and I don't see any reason why it shouldn't expand into the modern age as well. The reasons for ethnic diversity over the millenia have not changed much until very recently, and there is still a great deal of regionalism that goes on despite a constant (but gradual) trend toward globalization. This is what I would expect of regionalized modern units (only mentioned if different from vanilla game):

Western Europe
Modern tank: Leopard I/II or Challenger
Infantry/AT/SAM: green camo
Fighter: German Me-109
Bomber: German He-111
Modern fighter: Eurofighter Typhoon

Eastern Europe
Tank: Soviet T-34
Modern Tank: Russian T-80/90 (any of em is fine) with green camo
Infantry/AT/SAM: khaki camo with AK-47s
Fighter: Russian Il-2 or Yak-9
Bomber: Russian DB-3
Modern fighter: Russian Mig-29
Stealth bomber: Russian TU-22 Backfire (not really stealth, but looks more appropriate than an American B2!)

Far-East Asia
Tank: Soviet T-34 (dunno if the Chinese actually had em, but if they could have afforded them at the time they would have!)
Modern Tank: Chinese Mark 98
Infantry/AT/SAM: tropical green camo (perhaps a Vietnamese conical hat for a helmet?)
Fighter: Japanese Zero
Bomber: Japanese Aichi Val
Modern fighter: Russian Mig-29 or Chinese J-10
Stealth bomber: Russian Backfire again?

Middle-East Asia (see if you can spot the theme)
Tank: Something British, like a Churchill tank, with desert camo
Modern tank: Soviet T-72 with desert camo
Infantry/AT/SAM: desert camo with towels on head and AK-47s :)
Fighter: Soviet Yak-5
Bomber: Russian DB-3 with desert camo
Modern fighter: Russian Mig-29 with desert camo
Stealth bomber: Russian Backfire with desert camo

This list could be improved of course. I just think regions play a great deal in what the modern units should look like, not just the ancient and medieval ones.

ohcrapitsnico
Aug 01, 2007, 08:29 PM
I don't know about the modern age...thats too much work for something a little esoteric. I say as long as the units are people not planes or tanks or ships, than you can put the effort forth. Plus I can't tell the difference between an asian tank and an american tank. :p

LtChambers
Aug 01, 2007, 11:03 PM
I don't know about the modern age...thats too much work for something a little esoteric. I say as long as the units are people not planes or tanks or ships, than you can put the effort forth. Plus I can't tell the difference between an asian tank and an american tank. :p

Seeing the Russians cruise along with B-2 Spirit stealth bombers is what I would call esoteric! I would agree that tanks and mechanized infantry could probably stay the same (Shermans and Abrams are ubiquitous, Bradleys are too to a lesser extent). And a generic looking round-wing-tip fighter is ok as well, but definitely the modern fighters and bombers should be regionalized.

And I would say far more people know modern and recent history's military diversity than ancient and medieval military diversity...

snafusmith
Aug 02, 2007, 01:46 AM
I hate to throw in a shamefull plug like this, but if you guys really want modern unit diversity, just try out Modern Warfare. A BtS version is in the works, and it'll include many of the great units here.

Rabbit, White
Aug 02, 2007, 09:17 AM
I love the ethnically diverse units, and I don't see any reason why it shouldn't expand into the modern age as well.
Not trying to be a smartass but here are the reasons:

1) Crazy amount of work - I'm already finding it hard to get any decent amount of free time to work on EDU and there are still many more other civ related stuff I'd like to do. Including some stuff that I promised, and have yet to deliver. :blush:

2) Despite the fact that some people do in fact have knowledge of modern warfare technology and can tell an American tank from a British one, that's not the majority of people. Plus there's the fact that these are just machines - at the end of the day it's much less of a bother if the Spanish use T-34 than if the Russians use a Spanish looking explorer unit. ;)

3) There's a limited number of art styles available - there is not eastern and western European styles, there's just European. Now, of course theoretically you could create such styles but then they would have to be identical until the modern era, which is a lot of units to do with two styles that are actually one style. That's not to mention the many other similar cases across other styles. So again, it comes down to #1 - crazy amount of work. :)

4) Finally, it is beyond the scope of this mod - my idea was always to more or less limit this to "human" units and more ancient and medieval ones, rather than modern or even the renaissance. The original EDU (vanilla/warlords version) had some modern units because there were several very good ones and I wanted to include them but in this version I still haven't decided if I want to do that. And again, part of the reason is that I just don't know of how I can do it efficiently without having to create 20 new styles or coming back to essentially a UU-like system.

Anyhoo, there are a few other mods that combine my mod with more units, whether it be more units in general, or in some cases with emphasis on more modern units.

I hate to throw in a shamefull plug like this, but if you guys really want modern unit diversity, just try out Modern Warfare. A BtS version is in the works, and it'll include many of the great units here.
Shame on you smitty! :D

Actually this is a great mod that does exactly what a lot of people are missing from EDU - modern units.

My mod is always going to have a limited scope and I'm glad there are other modders out there that are being more bold with adding units. In fact, I probably should start mentioning some of these mods in the OP.

Sword_Of_Geddon
Aug 02, 2007, 12:04 PM
You should expand into the ren. Its only musketmen. Riflemen would be nice too but beyond that nah.

Rabbit, White
Aug 02, 2007, 03:06 PM
You should expand into the ren. Its only musketmen. Riflemen would be nice too but beyond that nah.
I do think it would be interesting to experiment with some musketmen, as well cannons, and maybe even grenadiers. But that kinda thing is still some ways off so I'm not even really thinking about it yet. :)

Sword_Of_Geddon
Aug 03, 2007, 08:13 AM
Fight the good fight Rabbit.

Willowmound
Aug 03, 2007, 08:50 AM
And a generic looking round-wing-tip fighter is ok as well.

It's a Spitfire. Its wing profile is unique. It's as far away from generic as you can get.

For a generic WW2 look, try the P-40 (http://www.warbirdalley.com/images/fly-by-P-40.jpg).

GeneralMatt
Aug 03, 2007, 09:16 AM
It's a Spitfire. Its wing profile is unique. It's as far away from generic as you can get.

For a generic WW2 look, try the P-40 (http://www.warbirdalley.com/images/fly-by-P-40.jpg).


That is what I thought.. Generic they say, hah! Though it was used by quite a few countries even after WWII wasn't it? I think I read somewhere Egypt picked up a few after..

doronron
Aug 03, 2007, 01:22 PM
It's a Spitfire. Its wing profile is unique. It's as far away from generic as you can get.

For a generic WW2 look, try the P-40 (http://www.warbirdalley.com/images/fly-by-P-40.jpg).

Yeah. The P-40 (
http://forums.civfanatics.com/showthread.php?t=166029&highlight=Warhawk) is a really nice looking plane.

GeoModder
Aug 03, 2007, 02:18 PM
That is what I thought.. Generic they say, hah! Though it was used by quite a few countries even after WWII wasn't it? I think I read somewhere Egypt picked up a few after..

Yeah, those countries who couldn't afford or didn't have the technological knowledge to go with jet fighters. ;)

Willowmound
Aug 03, 2007, 04:41 PM
Egypt did have some. Israel too. Which led to Spitfire fighting Spitfire during the Six Day War (http://en.wikipedia.org/wiki/Six_day_war).

I think I read somewhere this was the last war in which Spitfires were used. They were 25 years old by then.

GeoModder
Aug 04, 2007, 03:28 PM
Btw, does anyone know if the proper unit xml files and some extra unit files in module format can be in the same mod and both be loaded? Or are only the proper xml files loaded?

Sword_Of_Geddon
Aug 05, 2007, 03:45 PM
So how goes progress on the dark continent?

GeoModder
Aug 06, 2007, 11:48 AM
So how goes progress on the dark continent?

I bet it goes through muddy waters. ;)

Rabbit, White
Aug 06, 2007, 10:51 PM
I bet it goes through muddy waters. ;)
That's a good one! :lol: :cheers:

I've got about half the units done so there's some progress :)

Sword_Of_Geddon
Aug 06, 2007, 10:58 PM
Will some be taken from previous versions of EDU? Like that famaos Axeman of yours?

Rabbit, White
Aug 06, 2007, 11:36 PM
Will some be taken from previous versions of EDU? Like that famaos Axeman of yours?
Yeah, the axeman is in, as well as the archer and the horse archer, from previous EDU. Other units will also be used but I'll be probably changing them somewhat as I don't like the fact that the warrior, the spearman and the settler, are all pretty much using the same model.

Sword_Of_Geddon
Aug 07, 2007, 12:25 PM
Can't wait for the new African flavor region. Keep up the good work Rabbit.

Wolfshanze
Aug 07, 2007, 03:53 PM
I think I may have to reverse engineer this to get it into my Civ4?!?!

I'm trying to figure out how you do this with the new BtS multi-ethnic style units myself.

There's so much good stuff on this forum, I can't settle on any ONE mod, so I'm going mod-happy on my own, taking the best units I find around here, combined with some of the better mods (gotta love that Modern Units mod) and combining them all together into my own personal mod.

Got some of that good stuff from the Modern Units, got some Hitler Leader mixed-in, some of those 1800s ships, a Galleas or two, some nice Immortals, a Highlander here and there, and now I want some "Norman-style" Euro Swordsman.

The Mod I'm doing for myself is quite a hodge-podge of the excellent work I'm finding here. Just need to figure out how to change-out one portion of the ethnic mix.

Sword_Of_Geddon
Aug 14, 2007, 10:09 AM
Hows progress in Africa coming White Rabbit?

sepamu92
Aug 19, 2007, 05:45 PM
Say Rabbit, how is the African style coming? I can't wait to see the Ethiopians with proper-looking units :D

Rabbit, White
Aug 19, 2007, 11:39 PM
Posted version 3.13, see first post for update. Haven't finished the African set yet though :( only ten units. Added 2 Arabian units as well.

GeoModder
Aug 20, 2007, 08:48 AM
:lol:
Just when I had implemented almost all available worker graphics and some ships!

marioflag
Aug 20, 2007, 08:50 AM
Rabbit White any screenshot of new African units and of the 2 arabians as well?

Ekmek
Aug 20, 2007, 10:36 AM
Any chance danrell's stuff will be making it into here?

Rabbit, White
Aug 20, 2007, 10:53 AM
Rabbit White any screenshot of new African units and of the 2 arabians as well?
Darn! I knew I forgot something. I'll post them in the evening when I come back from work.

Any chance danrell's stuff will be making it into here?
Possible. I always take a look through the unit threads to see if there's anything I can use. In fact, I was thinking of taking some of his Arabian units, but the late units are already covered (the mideast set's late units are pretty much Arabian style) and the earlier units that he has I felt were too sophisticated and armored to be early units.

sepamu92
Aug 20, 2007, 04:33 PM
Rabbit, I looked at the new units in the SceneViewer. Glad to see some of my units in there ;)

BTW, I would use this spearman (http://forums.civfanatics.com/downloads.php?do=file&id=5197) instead of my own, then use the skin of the one you're using for the archer (If you need the modified skin I can PM it to you). That way both will have working teamcolor. Also I would use one of Chuggy's workers (http://forums.civfanatics.com/showthread.php?t=228225) instead of your own, so it doesn't look as much like the warrior, but it's not much of a problem if you don't.

As well, here are some other units you should use:
Longbowman (http://forums.civfanatics.com/downloads.php?do=file&id=4555)
Crossbowman (http://forums.civfanatics.com/downloads.php?do=file&id=4641)
Pikeman (http://forums.civfanatics.com/downloads.php?do=file&id=4639)
Maceman (http://forums.civfanatics.com/downloads.php?do=file&id=4648)
Knight (http://forums.civfanatics.com/downloads.php?do=file&id=2996) (I have also added armor from bakuel's Egyptian Knight; if you think it'll work then I can PM you it. I can also re-equip it if you think a better lance/shield would work)

Also if you'd like I think these should also be added:

Middle East Musketman (http://forums.civfanatics.com/downloads.php?do=file&id=6606)
Native American Musketman (http://forums.civfanatics.com/downloads.php?do=file&id=6096)
African Musketman (http://forums.civfanatics.com/downloads.php?do=file&id=4564)

A simple re-equip of the Chinese Hand Cannoner from Warlords will work for the Asian Musketman.

As for danrell's units, I think you should definitely use his longbowman (it looks like a reskin of my own) It'll work much better than the Assyrian-looking one

So anyways, just my two cents on the whole thing. It's already great so far (I really like that African elephant) :D PM me if you'd like that archer, knight or Asian musketman.

RedMad
Aug 21, 2007, 11:36 AM
My game's crashing to the desktop at random intervals after downloading this mod as well. I followed the instructions (For making it part of the game, not a mod), but I'm guessing I've done something wrong?

Uberfrog
Aug 21, 2007, 12:22 PM
My game's crashing to the desktop at random intervals after downloading this mod as well. I followed the instructions (For making it part of the game, not a mod), but I'm guessing I've done something wrong?

So it's not just me...


The mod's good, but it does crash at random points- whether it's as the game loads or mid-game.

I don't know whether this is a problem with the mod (I doubt it as no-one before us has reported problems) or just our computers...

ranathari
Aug 21, 2007, 12:25 PM
Include me in that list: the new version of EDU crashes an unpatched install of BTS. I've not tried installing it on 3.02 or 3.03 because of the new crashes I've heard those patches introduce. Only other modification to the default install is Solver's unofficial patch.

Is there a link to the previous version anywhere?

Uberfrog
Aug 21, 2007, 12:50 PM
The ethnically diverse city mod mentioned earlier in this thread includes most of the unit art, and that doesn't seem to crash, but unfortunately that doesn't have any African units.

Rabbit, White
Aug 21, 2007, 02:18 PM
I'll see if I can figure this out, I never heard of this before. I haven't though used the new patch for version 3.13, although I doubt that this patch would affect the mod at all since it's just an art mod.

It is possible that the crash is due to overheating graphics card/cpu that is due to the extra graphics that it introduces. On the other hand if the ethnically diverse cities mod works fine then it probably isn't the problem since that mod would have even more new graphics.

Have you guys encountered this problem before the last update?

GeoModder
Aug 21, 2007, 02:20 PM
An unexpected crash during gameplay can be caused by a missing/wrong artdefine tag. This usually doesn't give a xml error popup during loading, but simply crashes when the unit comes into the game. Had it a few times while implementing units.

Gattolardo
Aug 21, 2007, 03:42 PM
Hi, I noticed the game is missing the Worker_Asian and the Scout_Asian entries from the CIV4ArtDefines_Unit.xml , also, in the same file, the Spearman_European is pointing to a Spearman_European_test.nif .

Once you copy those entries from the older version, everything it's ok. I have 2 test saves with all the game units in WB, and now it's working fine.
(I copied all the _Asian entries just to be sure, but I believe those two were the only ones missing).

RedMad
Aug 21, 2007, 04:58 PM
To clarify, the latest version of this is the first I've downloaded.

Gattolardo
Aug 21, 2007, 05:43 PM
To clarify, the latest version of this is the first I've downloaded.


Ooops, :rolleyes:
both the worker and the scout are the vanilla versions, you can fetch them from the BTS assets folder. The different .nif for the spearman causes only a slight graphical anomaly, but you can fetch it too from the same source.

pengoyo
Aug 21, 2007, 11:56 PM
I'm not sure if anybody else noticed, but whey do the native settlers have a horse with them when the only domesticated animal was the llama. BTS already had untique settlers for each culture.

RedMad
Aug 22, 2007, 06:40 AM
Yeah I thought the Settlers having horses before you're even able to domesticate them was strange too.

Chuggi
Aug 22, 2007, 08:17 AM
Yeah I thought the Settlers having horses before you're even able to domesticate them was strange too.

They just can't ride them yet, that's all :)

Rabbit, White
Aug 22, 2007, 09:35 AM
It looks like I messed up some of the XMLs, I'm gonna look over them tonight and update the mod if needed.

pengoyo
Aug 22, 2007, 04:46 PM
If the native americans are going to have domesticated animals with their settlers it should at least be camels which the middle east settlers have because camels look and are closely related to llamas, the only demesticated animal from the americas. Or I guess you could always create llama's but that might be too hard so camels make a nice subsitute.

I'm not sure if anybody else had this problem but my game crashes much easier with this mod. It now can't handle maps bigger then tiny.

pengoyo
Aug 22, 2007, 08:46 PM
Mine appears to crash when there is an Asian worker or Scout.

That is why sometimes it crash before the game or durring. At least this is my guess for why my games crashes.

Rabbit, White
Aug 22, 2007, 11:27 PM
I apologize folks but I indeed somehow removed the entries for asian scout and worker and that's what was causing the crashes. I posted a new version (3.14) with the fix in the first post. However, for those that already have 3.13 and don't want to download the whole thing again you can just download this zip http://forums.civfanatics.com/uploads/76988/CIV4ArtDefines_Unit.zip with the fixed xml file. It should do the trick.

Please let me know if you encounter further problems.

P.S. Added screenshot of African units to first post.

snipperrabbit!!
Aug 23, 2007, 04:06 AM
I posted a new version (3.14)

Call it PI. :lol: ;)

Rabbit, White
Aug 23, 2007, 08:20 AM
Call it PI. :lol: ;)
Haha! I should've thought of that myself :)

RedMad
Aug 23, 2007, 01:52 PM
Fixed! Now I can enjoy this mod in all its glory. Ta.

The Navy Seal
Aug 23, 2007, 07:02 PM
Wow good job! And only 3.55MB I can Download it! Awesome job. :goodjob:

Bird Brain
Aug 23, 2007, 08:27 PM
Fantastic! No more crashing . . . :goodjob:

I just started a game as Shaka, and even though the African set isn't complete yet the new units still make the experience so much better. Everything is well done, but I like the African axeman the best . . . finally, no more s&m leather axe guy . . .:lol:

Thanks Rabbit and company!

civfan2.0
Aug 23, 2007, 09:04 PM
wich expanson packs do u need for it? i only got bts and the original civ4 and i just think these units are great! keep it up!

Rabbit, White
Aug 23, 2007, 09:44 PM
wich expanson packs do u need for it? i only got bts and the original civ4 and i just think these units are great! keep it up!
Just BTS will do. Although if there are any problems due to the fact that you don't have Warlords, and I'm 99.99% sure that there won't be, please do let me know as I didn't specifically test for that case.

civfan2.0
Aug 23, 2007, 10:59 PM
thanks:D the units are amazing!

Sine Nomen
Aug 24, 2007, 02:04 AM
I'm still having my game crash with no explanation even after downloading the xml fix - unfortunately, I really don't have a way of pinpointing what it is. I'm attaching the saved game if that will help someone figure out what it is.

sepamu92
Aug 24, 2007, 02:47 AM
Well I've added all these African units to my CusomAssets. I've also added musketmen for the styles as well. What do you think? :)

http://i200.photobucket.com/albums/aa275/sepamu92/Civ4ScreenShot0018.jpg

I've also been thinking of using Chugginator's worker(s), and maybe giving that horsearcher an actual bow (plus, to make it look more different from the Numidian Horseman)

purplexus
Aug 24, 2007, 04:00 AM
Any chance you will make this a Modular Mod using the MXMLL?

GeoModder
Aug 24, 2007, 04:57 PM
Guess I better wait with putting this unit set in EthnicArtstyles until it's finished.

cybrxkhan
Aug 24, 2007, 07:47 PM
Question:

(two actually)

1. Are you planning to include more ethnic groups, like South Asian/Indian for example?

2. Are you planning to include ethnic units for more later units, like Muskets and Cavalry (i don't think modern is necesssary, but perhaps reinessance units?)?

Tunch Khan
Aug 24, 2007, 07:55 PM
Could you also add danrell's units?

karaza
Aug 24, 2007, 08:59 PM
I am making a version of this EDU with all of Danrell's units for those who want it. I'm actually waiting for the file to be approved and then I will post a link. It also has Bakuel's egyptian and african models, and the following civs have full or partial unique unit graphics:

Arabia
Babylon/Sumaria
Byzantine
Carthage
Egypt
France
Germany
Greece
Netherlands
Holy Roman
Ottoman/India
Persia
Portugal
Rome
Russia
Spain

SamBaily
Aug 25, 2007, 01:09 AM
I am making a version of this EDU with all of Danrell's units for those who want it. I'm actually waiting for the file to be approved and then I will post a link. It also has Bakuel's egyptian and african models, and the following civs have full or partial unique unit graphics:

Arabia
Babylon/Sumaria
Byzantine
Carthage
Egypt
France
Germany
Greece
Netherlands
Holy Roman
Ottoman/India
Persia
Portugal
Rome
Russia
Spain

I can't wait :)

karaza
Aug 25, 2007, 08:44 AM
files were too big to upload to this site apparently. I uploaded it to 3D downloads last night, but still waiting for it to be approved. Of course after uploading it I discovered that the Russian Chariot xml has an error in it which makes the chariot model for them not show up and so the first upload will need to have that manually corrected until I can get a 2nd upload approved. I'll post the exact changes once it gets approved and submit the corrected version today.

Tunch Khan
Aug 25, 2007, 09:34 AM
Waiting impatiently. :)

karaza
Aug 25, 2007, 12:19 PM
well I submitted it around 8:30 pm central time last night and as of 12:20 they are still pending... I may see if there is another site I can upload it to that is faster.

karaza
Aug 25, 2007, 12:38 PM
tried Filefront instead and it looks like it is set to go:
http://files.filefront.com/Ethnic+test++IIrar/;8399913;;/fileinfo.html

SamBaily
Aug 25, 2007, 01:50 PM
Looks good so far, very cool infact, but i noticed the Praetorian for the Romans may be in the wrong slot. Its in a swordsman slot and not the Praetorian at least in world builder, so not sure if it would be right in the game. The Praetorian button just puts the regular one down. Worth checking out. Only bug i see so far. Look great!

Rabbit, White
Aug 25, 2007, 02:48 PM
Any chance you will make this a Modular Mod using the MXMLL?
Probably not, I just can't find the time to look into modular modding.

Question:

(two actually)

1. Are you planning to include more ethnic groups, like South Asian/Indian for example?

2. Are you planning to include ethnic units for more later units, like Muskets and Cavalry (i don't think modern is necesssary, but perhaps reinessance units?)?
1. Maybe, I do have plans for more ethnic groups, just don't know which ones exactly.

2. Not likely.

I'm still having my game crash with no explanation even after downloading the xml fix - unfortunately, I really don't have a way of pinpointing what it is. I'm attaching the saved game if that will help someone figure out what it is.
I'm gonna check that file but I'm stumped. I made sure to load all the units to verify that none are missing art or cause crashes. Is it possible that you have something in CUstomAssets that conflicts with the mod?

karaza
Aug 25, 2007, 05:55 PM
Looks good so far, very cool infact, but i noticed the Praetorian for the Romans may be in the wrong slot. Its in a swordsman slot and not the Praetorian at least in world builder, so not sure if it would be right in the game. The Praetorian button just puts the regular one down. Worth checking out. Only bug i see so far. Look great!

fixed that and added the japan units just now, so i will test them in world builder and re upload.

cybrxkhan
Aug 25, 2007, 05:59 PM
1. Maybe, I do have plans for more ethnic groups, just don't know which ones exactly.

here are some gorups i wouold advise doing:

- South Asian/Indian - for India and Khmer, possibly Persia
- Egyptian - Bakuel has made a TON of beautiful units for this area, you could use it for Egypt, maybe Carthage, Ethiopia?
- Mediteranean - if not Egyptian, this could be for Carthage, Spain, and Portugual (i.e., the unit style you used in your earlier version for Carthage and Spain)
- Separation of Meso-American and Native AMerica - having Native AMericans and AMericans get their own unit types
- Slavic - for Eastern European civs, like Russia, Vikings, maybe Byzantines.

TheLastOne36
Aug 25, 2007, 06:03 PM
Polynesian might be a nice one to add, even though Polynesia isn't in, many modders will enjoy including it in there polynesian/moari/hawaiian/tongo related mods.

Also you might want to consider ethnically diverse buildings and cities.

Also the Grenediers all look like stuck up brits! :p some diversity there might be needed.

GeoModder
Aug 25, 2007, 06:28 PM
Let's see, what can be put together and what not...

Egyptian style is pretty unique, at least till somewhere in the Industrial era.
Spain and Portugal can form a single unitstyle.
France, England and the Netherlands can have pretty similar units too. I suppose America fits in this category too.
Russia, Vikings and Germans can fit in one style, for sure in the earlier ages.
Natives, Incan, Aztec and Maya can have minor differences until the renaissance, but from then on are the same style.
Arabia and Ottomans could be one, with Persia, Sumeria and Babylon as a second middle easters style.
India starts at its own, but joins the middle east units quite a bit around the renaissance.
Mongols, China, Korea, Japan and Khmer have an on-and-off joint style. For instance Japan in its medieval era with the samurai is unique, while the Khmer might be different too in its ancient/classic times.
That leaves the Romans, Greeks, Byzantynes and Carthagians.

mamba
Aug 26, 2007, 02:18 PM
Probably not, I just can't find the time to look into modular modding.

I am actually right now trying to turn this into a modular mod, will let you know what progress I am making.

EDIT : worked nicely, there is some stuff which, at least due to my other changes, is not pluggable but a base requirement. All ethnic artstyles themselves are easily plugable though (each one separately). If interested, let me know.

TheLastOne36
Aug 27, 2007, 08:15 AM
Russia, Vikings and Germans can fit in one style, for sure in the earlier ages.

:nono: there's quite a big difference between a german/scandinavean and a slav.

GeoModder
Aug 27, 2007, 10:58 AM
:nono: there's quite a big difference between a german/scandinavean and a slav.

The Rus are, by origin, a norse tribe. :p

TheLastOne36
Aug 28, 2007, 08:21 AM
But are other slavs viking? :p

GeoModder
Aug 28, 2007, 08:28 AM
Course not. But neither is France named after the majority of its inhabitants at the time of its emergence (namely the Celts), but instead the country is named after its conquerors, the Franks. Same with Russia. :p :p

Bird Brain
Aug 29, 2007, 05:15 PM
Rabbit, you may already know this but I'll post it here just to make sure. Version 3.14 crashes to the desktop whenever somebody makes an African pikeman. I haven't looked at the xml at all, but I verified this by going to world builder and plopping down a pikeman for Zara Yaqob . . . instant CTD.

Rabbit, White
Aug 29, 2007, 10:26 PM
Rabbit, you may already know this but I'll post it here just to make sure. Version 3.14 crashes to the desktop whenever somebody makes an African pikeman. I haven't looked at the xml at all, but I verified this by going to world builder and plopping down a pikeman for Zara Yaqob . . . instant CTD.
Hmmm, I just did that and there was no problem. Has anyone else encountered this error?

I added a link to modular version of the mod to the first post. Thanks to mamba for compiling it.

Bird Brain
Aug 29, 2007, 10:56 PM
Hmmm, I just did that and there was no problem. Has anyone else encountered this error?

I added a link to modular version of the mod to the first post. Thanks to mamba for compiling it.

I have no idea what is going on now. I went back to world editor using a fresh game and tried it again for both Zara and Shaka and it works fine . . .

But I have a few savegames with Zara where if i put down one of his pikemen the game tanks immediately. I have no idea what is causing the difference . . .

If it helps the EDU files are the only things I have in CustomAssets, and I'm running version 3.02 plus Solver's patch. Still, if nobody else is having trouble with this perhaps it is something on my end afterall?

Rabbit, White
Aug 30, 2007, 09:17 AM
Well, I haven't tested it for the particular combination of version 3.02 and Solver's patch but I doubt those would directly affect the mod. It sounds like you have one of those random crashes that don't seem to have a good reason... just bad luck I guess :)

Uberfrog
Aug 30, 2007, 12:11 PM
Well I've added all these African units to my CusomAssets. I've also added musketmen for the styles as well. What do you think? :)

http://i200.photobucket.com/albums/aa275/sepamu92/Civ4ScreenShot0018.jpg

I've also been thinking of using Chugginator's worker(s), and maybe giving that horsearcher an actual bow (plus, to make it look more different from the Numidian Horseman)

They look great! The Africans have caught up with the other art styles now.

I agree with the horse archer situation- it's a bit odd to have a Horse Archer unit without a bow...

sepamu92
Aug 30, 2007, 02:38 PM
They look great! The Africans have caught up with the other art styles now.

I agree with the horse archer situation- it's a bit odd to have a Horse Archer unit without a bow...

Well I've re-equipped that horseman with a bow, and used an alternate worker. Which do you think is better, this one or the old one?
http://i200.photobucket.com/albums/aa275/sepamu92/African-Units.jpg

And here are the muskets I've added:
http://i200.photobucket.com/albums/aa275/sepamu92/Musketmen.jpg

What do you think Rabbit? :D

mamba
Aug 30, 2007, 02:51 PM
I prefer the old worker and the new horse archer ;) the knights look too arabian for my taste though.

GeoModder
Aug 30, 2007, 04:19 PM
You know sepamu, if the african worker in your changes looked less dark and had a differently colored loincloth it could pass for a meso american worker...

Personally, I too prefer the Rabbit's worker (at least for the ancient/classical era), but your horse archer is a welcome inclusion.

avain
Aug 30, 2007, 04:21 PM
You did it! You actually made an african elephant! Great success!!! :)

Uberfrog
Aug 31, 2007, 08:45 AM
The musketmen look pretty good, and the horse archer is a good change. I have to agree with the others and say I prefer the old worker, but the rest of the units are well worth inclusion in the mod.

Gre_Magus
Aug 31, 2007, 10:22 AM
Hmmm, I just did that and there was no problem. Has anyone else encountered this error?

I added a link to modular version of the mod to the first post. Thanks to mamba for compiling it.

I definitely had this problem. I was experiencing a CTD after pressing end turn, long story short, tried all kinds of different things and then saw on the consolidated bug thread, crash to desktop at end turn thread that Alexman mentioned something about the EDU mod and the African pikeman. http://forums.civfanatics.com/showpost.php?p=5878780&postcount=38

So I looked in the CIV4UnitArtStyleTypeInfos.xml file and saw the following:


<StyleUnit>
<UnitType>UNIT_PIKEMAN</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_PIKEMAN_MIDDLE_EAST</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_PIKEMAN_MIDDLE_EAST</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_PIKEMAN_AFRICAN</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

When I changed the "MiddleArtDefineTag" to "ART_DEF_UNIT_PIKEMAN_MIDDLE_EAST" like the Early and Late, voila', no more crash.

mamba
Aug 31, 2007, 10:39 AM
That certainly is a mistake as there is no african pikeman included.

karaza
Aug 31, 2007, 01:28 PM
yep that would explain why it crashed randomly in game for some people and not in world builder or other people's games depending on what age they tried to use the pikeman.

GeoModder
Aug 31, 2007, 02:38 PM
Also, the African settler isn't xml'd yet. (in version 3.14)

mamba
Sep 01, 2007, 02:26 AM
While we are at settlers, the GrecoRomans do not yet come with additional members.

I just added them like this :

<StyleUnit>
<UnitType>UNIT_SETTLER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_MALE</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_HORSE_PACK</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_HORSE_PACK</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_HORSE_PACK</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_DOG</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_DOG</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_DOG</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_FEMALE</MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_SETTLER_CHILD</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

Bird Brain
Sep 01, 2007, 07:16 PM
So there was something to that african pikeman problem after all? It was driving me crazy since I couldn't reliably reproduce it in world builder. Thanks to Gre_Magus for tracking that down and restoring my sanity . . . :-P

Now I no longer have to fear Zara Yaqob and his wtfpwning medieval era CTD power, hehe . . . :lol:

Edit: Yep, I just fired up those crashing saved games I mentioned and everything works fine now. Now to find the civs that were making those pesky pikemen and kill them . . . :ar15: :aargh:

Uberfrog
Sep 15, 2007, 11:09 AM
Well I've re-equipped that horseman with a bow, and used an alternate worker. Which do you think is better, this one or the old one?
http://i200.photobucket.com/albums/aa275/sepamu92/African-Units.jpg

And here are the muskets I've added:
http://i200.photobucket.com/albums/aa275/sepamu92/Musketmen.jpg

What do you think Rabbit? :D

Can you upload your new bow-equipped African horse archer? I'd like to use it instead of the current, spear-equiped one...

And what musketman did you use for the Khmer/Asian ethnic artstyle in that image?

sepamu92
Sep 15, 2007, 12:38 PM
Can you upload your new bow-equipped African horse archer? I'd like to use it instead of the current, spear-equiped one...

Here are all the African units in one modular mod (http://forums.civfanatics.com/showthread.php?t=243462)

Bahmo
Sep 23, 2007, 05:45 PM
Alright, here's a situation. I decided to add some modern units to the mod. Since I had a bunch of Russian stuff lying on my PC, I figured I'd add that in, first. So I created a new Artstyle for Russian units, by copying the European units artstyle, renaming it Russian, and then adding Russian-specific units that I wanted. Now, the units I decided to add were the Russian infantry from Road to War (new Infantry art), the T34 tank from the Warlords EDU mod (new Tank art), and the PPSH soldier released as a stand-alone (new Paratrooper art). What is odd is that while the Infantry worked, building the tank and paratrooper both caused my game to crash. The game never crashed until I built them. To test this, I clicked on the city to go to its production tab, and not only did the units not display in the production que; many of the entire city bar graphics were screwed up.

After pouring over the XML coding for the units multiple times and not finding anything wrong, I decided to try to work around this by copying the game's default unit art-defines file into the mod, and coding for the problem units there. This did not solve the problem; in fact, now the game would not even load correctly. The error message, for whatever reaon, said the problem lay in its <fscale> tag; however, I reexamined that and found nothing wrong at all. Some help would be appreciated, as I have no idea what's wrong.

NikNaks
Sep 24, 2007, 12:52 AM
The three main bugs which cause a graphic CTD are:

1. Not referencing the correct ART_DEFINES_UNIT_* entry (typo)
2. Not referencing the animation file (typo)
3. Leaving a comma in the button line if there is only one DDS file being referenced

Bahmo
Sep 24, 2007, 11:19 PM
The three main bugs which cause a graphic CTD are:

1. Not referencing the correct ART_DEFINES_UNIT_* entry (typo)
2. Not referencing the animation file (typo)
3. Leaving a comma in the button line if there is only one DDS file being referenced

None of those seem to be the case. Here's the XML, to see if you can find anything wrong:

<UnitArtInfo>
<Type>ART_DEF_UNIT_TANK_T34</Type>
<Button>,Art/Interface/Buttons/Units/Tank.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,11</Button>
<fScale>0.48</fScale>
<fInterfaceScale>0.9</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/T34/t34_85.nif</NIF>
<KFM>Art/Units/T34/t34_85.kfm</KFM>
<SHADERNIF>Art/Units/T34/t34_85.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/TankShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<iDamageStates>4</iDamageStates>
<TrailDefinition>
<Texture>Art/Shared/tanktread.dds</Texture>
<fWidth>0.8</fWidth>
<fLength>180.0</fLength>
<fTaper>0.0</fTaper>
<fFadeStartTime>0.2</fFadeStartTime>
<fFadeFalloff>0.35</fFadeFalloff>
</TrailDefinition>
<fBattleDistance>0.5</fBattleDistance>
<fRangedDeathTime>0.12</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop>LOOPSTEP_TANK</AudioRunTypeLoop>
<AudioRunTypeEnd>ENDSTEP_TANK</AudioRunTypeEnd>
</AudioRunSounds>
<SelectionSound>AS3D_UN_TANK_FORT</SelectionSound>
<ActionSound>AS3D_UN_TANK_FORT</ActionSound>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_PPSH</Type>
<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,4,11</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/PPSH/marines.nif</NIF>
<KFM>Art/Units/PPSH/marines.kfm</KFM>
<SHADERNIF>Art/Units/PPSH/marines.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>Bip01 Neck</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.05</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
<UnitArtInfo>
<Type>ART_DEF_UNIT_SPEC</Type>
<Button>,Art/Interface/Buttons/Units/Navy_Seal.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,7</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Specnas/navyseal.nif</NIF>
<KFM>Art/Units/Specnas/navyseal.kfm</KFM>
<SHADERNIF>Art/Units/Specnas/navyseal.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.05</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIQUE_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

Whatever's wrong here, I know somebody who worked on this mod has the answer, because all of these art files are taken directly from the WL version of EDU, and posted in the art folder of this version. So unless WL folders are problematic, I need help determining what the hell is wrong here.

Elhoim
Sep 25, 2007, 10:30 AM
Hi guys! Just stopping by to say great work! :D

Bahmo
Sep 29, 2007, 12:26 AM
Hey guys, I'm not having any luck with adding my modern Russian units, no matter how I tried. Could you try to help by attempting to include them in the final version? If so, I'll specify what the units are.

peter450
Oct 05, 2007, 09:08 AM
I think, what would be a really good addition onto this already impressive looking art set, is differant varitions of modern units too, currently things like marines an infantry look identical across the board, as do most of the earlier gunpowder units, be good to get a art set that combines diverse art styles from ancient to modern

Willowmound
Oct 06, 2007, 06:29 AM
I searched the thread, but couldn't find a reference.

Has anyone made this excellent mod work with Rhye's and Fall?

I wanted to play an RFC game (it's been a very long time), but couldn't handle all the white African units.

How best could I merge these mods? (I absolutely do not get how the modular loading thing works... :dunno: )

Elhoim
Oct 11, 2007, 03:54 PM
I definitely had this problem. I was experiencing a CTD after pressing end turn, long story short, tried all kinds of different things and then saw on the consolidated bug thread, crash to desktop at end turn thread that Alexman mentioned something about the EDU mod and the African pikeman. http://forums.civfanatics.com/showpost.php?p=5878780&postcount=38

So I looked in the CIV4UnitArtStyleTypeInfos.xml file and saw the following:


<StyleUnit>
<UnitType>UNIT_PIKEMAN</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_PIKEMAN_MIDDLE_EAST</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_PIKEMAN_MIDDLE_EAST</LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_UNIT_PIKEMAN_AFRICAN</MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>

When I changed the "MiddleArtDefineTag" to "ART_DEF_UNIT_PIKEMAN_MIDDLE_EAST" like the Early and Late, voila', no more crash.

So that was that was causing it. It drove me crazy! Is this included in 3.14? Because I was having that crash near the time the pikeman tech is discovered using that version...

bonafide11
Oct 11, 2007, 10:24 PM
No offense, but I don't see the point in making more diverse ethnic units for the early game but completely avoiding the post-gunpowder units, which still needs it the most... :confused:

Uberfrog
Oct 12, 2007, 10:28 AM
No offense, but I don't see the point in making more diverse ethnic units for the early game but completely avoiding the post-gunpowder units, which still needs it the most... :confused:

There are plenty of post-medieval ethnic artworks in the file database- if, like me, you want ethnic diversity the whole way through the game, just download this mod and add the rest yourself.

bonafide11
Oct 13, 2007, 06:57 PM
Care to point me to them?? Haven't found them...

mamba
Oct 13, 2007, 07:09 PM
Your best bet is to look here (http://forums.civfanatics.com/downloads.php?do=cat&id=5) and to not only search in the ancient and medieval categories ;)

bonafide11
Oct 14, 2007, 12:09 PM
Okay now I need to report a bug:

While the 3.13 BTS patch fixed the ability to build military academies before military science, yesterday I played with this mod for a little bit and I found my Great General was still able to build a military academy before I had the required techs. I've definitely updated to the latest patch so I am certain it's not that. Any explanations?

GeoModder
Oct 14, 2007, 01:16 PM
Okay now I need to report a bug:

While the 3.13 BTS patch fixed the ability to build military academies before military science, yesterday I played with this mod for a little bit and I found my Great General was still able to build a military academy before I had the required techs. I've definitely updated to the latest patch so I am certain it's not that. Any explanations?

't might be that the mod's file that directes the GG capabilities overrides the same patched file in the main version of BtS.

bonafide11
Oct 14, 2007, 03:40 PM
Well darnit :(

sabremookie
Nov 05, 2007, 02:36 PM
Well darnit :(

Yes, I am having the same bug, so I have to stop using the mod :( Please fix if you can. I LOVE this Mod!!!!!!!!! I love the units, omg I love them so much :)

Dark_Jedi06
Nov 14, 2007, 03:45 PM
I love this mod. :D

However, when playing as Ethiopia I was unable to build Pikeman because it caused the game to crash. I went into the CIV4UnitArtStyleTypeInfos and found that the African Pikeman pointed to the wrong file for the <MiddleArtDefineTag>.

:goodjob:

GeoModder
Nov 14, 2007, 05:30 PM
This bug already was reported. And other mods which incorporate EDU have already fixed this issue.

Fierabras
Dec 04, 2007, 03:49 PM
This mod has a lot of missing <Button> definitions. Look for <Button/> to find them.

Dr Zlu
Dec 30, 2007, 07:44 PM
I love this mod! :goodjob:
But there seems to be some missing/wrong entries in the CIV4UnitArtStyleTypeInfos file. To name a few :
-african horseman and chariot
-african pikeman
-greco-roman war elephant (where is this carthaginian war elephant???)

Unless I did something wrong, I have furious CTD's, mainly when around reaching the middle ages. :cry:

Willowmound
Dec 31, 2007, 06:26 AM
I just had an Arabian spearman show up as a red blob. See screenshot:

166781

Great mod otherwise! :)

zenspiderz
Apr 06, 2008, 05:30 AM
I can't download the mod. says file not found.

Hulfgar
Apr 06, 2008, 06:31 AM
Same problem, I can't download the mod :(

NikNaks
Apr 06, 2008, 06:38 AM
Another victim of the Hacker Attack. I recommend you take a look at Diversica, Varietas Delectat or Cultural Diversity.

Hulfgar
Apr 06, 2008, 07:05 AM
Thank you NikNaks, it was really helpfull :)

Duque d'Caxias
Apr 06, 2008, 08:46 AM
"File not found."

mamba
Apr 06, 2008, 08:57 AM
Wow, you managed to find that out 2 hours after Hulfgar did (and 3 after zenspiderz). Does this come as a suprise to you then ?

I'd say follow NikNaks advice ;)

sensimilla
May 01, 2008, 08:37 PM
:religion:plz white rabit re-upload it! plz i need that mod!!!:(

plz! :religion:

Chuggi
May 02, 2008, 09:51 AM
:religion:plz white rabit re-upload it! plz i need that mod!!!:(

plz! :religion:

He hasn't been online since last year. ;) So I'm guessing he's not going to see your request anytime soon. :lol:

Amra
May 02, 2008, 12:01 PM
:religion:plz white rabit re-upload it! plz i need that mod!!!:(

plz! :religion:What Chuggi said was right. I would actually suggest checking out the links in his signature for the Cultural Diversity mod or search the forums here for the Varietas Delectat mod. Both of those do what the EDU mod did plus a whole lot more.

sensimilla
May 03, 2008, 11:37 AM
yah but i only want the ethinically diverse mod to improve the graphics of my game...
and plus the varietas, diversica or cultural diversity arent workin for me....i never manage to instal a mod right


can anyone tell me if its possible to get the EDU from Diversica or Cultural and install in my Beyond The Sword?

Wolfshanze
May 03, 2008, 11:45 AM
yah but i only want the ethinically diverse mod to improve the graphics of my game...
and plus the varietas, diversica or cultural diversity arent workin for me....i never manage to instal a mod right


can anyone tell me if its possible to get the EDU from Diversica or Cultural and install in my Beyond The Sword?
You can always try the Wolfshanze Mod (a fully "diverse" mod of it's own)... try my sig-line!

Chuggi
May 03, 2008, 11:57 AM
yah but i only want the ethinically diverse mod to improve the graphics of my game...
and plus the varietas, diversica or cultural diversity arent workin for me....i never manage to instal a mod right


can anyone tell me if its possible to get the EDU from Diversica or Cultural and install in my Beyond The Sword?

My install instructions are fairly basic in Cultural Diversity, and the current version has no serious bugs (only some mismatched buttons that are getting fixed eventually) and it only improves graphics (units, buildings etc.) without changing any of the rules or stats. If you need any additional help installing you can PM me here. :) Varietas Delectat does the same thing as Cultural Diversity, just with some variations in the graphics used, and Diversica also does the same thing except I think it has some rule changes (which is not what you want?) Hope this helps.

mamba
May 03, 2008, 12:23 PM
yah but i only want the ethinically diverse mod to improve the graphics of my game...

That is what the 3 mods offer (for the most part, mine includes a few new unit categories)

and plus the varietas, diversica or cultural diversity arent workin for me....i never manage to instal a mod right

EDU is a mod too, it is just as easy / complicated to install as any of the others ;)

All you need to do is install it in the right place (Mods dir underneath your Civ4\BtS dir) and load it in game.

can anyone tell me if its possible to get the EDU from Diversica or Cultural and install in my Beyond The Sword?

You can't do that for any of them, unless you change some xml as well.

GeoModder
May 03, 2008, 02:13 PM
can anyone tell me if its possible to get the EDU from Diversica or Cultural and install in my Beyond The Sword?

The old Ethnic Citystyles mod has EDU in it. My part in this mod were including ethnic city graphics.

sensimilla
May 08, 2008, 06:22 PM
well when i install mods i always get bug maybe cuz since they dont sell BTS in Brazil mine is downloaded and uses a crack unstead of the .exe maybe thats y im getting bugs when i install mods (and i install em right...in the civ4/bts/mods folder)

Wolfshanze
May 08, 2008, 06:27 PM
well when i install mods i always get bug maybe cuz since they dont sell BTS in Brazil mine is downloaded and uses a crack unstead of the .exe maybe thats y im getting bugs when i install mods (and i install em right...in the civ4/bts/mods folder)
The EXE differs between versions... you have to have BTS 3.13 for most of the mods around here.

sensimilla
Jun 01, 2008, 10:13 AM
god u dont understand english?

Wolfshanze
Jun 01, 2008, 10:28 AM
god u dont understand english?
Yes... you're doing something illegal... don't expect a lot of sympathy.

Chuggi
Jun 01, 2008, 11:06 AM
His post makes sense to me? and yes, I understand english...

Wolfshanze
Jun 01, 2008, 12:10 PM
His post makes sense to me? and yes, I understand english...
Seems to me they don't sell BTS in Brazil, so instead of doing the right thing and importing it by an on-line purchase, he gets a cracked (ie: illegal) version and has problems with mods... go figure.

Don't think there's much hope other then purchasing a LEGAL copy!

mamba
Jun 01, 2008, 02:29 PM
If he has a proper crack + copy, that should not be the issue. I always use cracks (yes, I do own a copy, I just hate copy protection and don't want to leave the CD in the drive - in fact I do not buy a game unless I know there is a working crack) and never had problems with any mods.

Wolfshanze
Jun 01, 2008, 02:40 PM
If he has a proper crack + copy, that should not be the issue. I always use cracks (yes, I do own a copy, I just hate copy protection and don't want to leave the CD in the drive - in fact I do not buy a game unless I know there is a working crack) and never had problems with any mods.
There's a difference between No-CD crack exe's combined with legit versions and full-download Warez games that are often modified in more ways then one.

It's clear this poster does not own the CD/DVD of BtS... he has a full-blown Warez download, not a store-bought CD with a no-CD patch.

mamba
Jun 01, 2008, 05:45 PM
There's a difference between No-CD crack exe's combined with legit versions and full-download Warez games that are often modified in more ways then one.

It's clear this poster does not own the CD/DVD of BtS... he has a full-blown Warez download, not a store-bought CD with a no-CD patch.

Yes, it is obvious he used a warez version. When I said proper crack + copy, I did not mean he bought the game in a store either, just that it is a proper warez version.

I'd still expect his problems to not be due to the warez version, unless that is actually broken.

Chuggi
Jun 02, 2008, 09:09 AM
What I think the problem is, is that he needs to get the latest patch (3.13?) and then get the newer cracked 3.13 exe to go with it (so he can play it without a CD).

At the moment he probably just has an unaltered BTS and is installing mods created for the patched BTS. Which obviously, won't work.

Wolfshanze
Jun 02, 2008, 09:38 AM
What I think the problem is, is that he needs to get the latest patch (3.13?) and then get the newer cracked 3.13 exe to go with it (so he can play it without a CD).

At the moment he probably just has an unaltered BTS and is installing mods created for the patched BTS. Which obviously, won't work.
Most official upgrade patches (such as the Firaxis 3.13 patch) don't work on cracked or altered EXEs... meaning if his warez version of BTS is not v3.13, he probably can't update it to v3.13 either.

In any case, he needs to buy a legit version of BtS on-line... in today's world, there's no excuse that you can't buy a game locally... if he can reach us on this forum, he can purchase the game on-line and have it shipped to him.

KrugerPritz
Jun 02, 2008, 02:59 PM
I've increased too much by my own the Regiment and Ethnic Diversity mod i'm playing... that uses Your Ethnic Diversity... to download now an upgrade... could You tell me what kind of error was introduced by 3.13? Please... i'm annoyed by a crash and i'm still searching why :cry:

mamba
Jun 02, 2008, 04:35 PM
I've increased too much by my own the Regiment and Ethnic Diversity mod i'm playing... that uses Your Ethnic Diversity... to download now an upgrade... could You tell me what kind of error was introduced by 3.13? Please... i'm annoyed by a crash and i'm still searching why :cry:

Are you talking about BtS 3.13 or EDU 3.13 ?

The former should not have introduced any crashes, the latter apparently (http://forums.civfanatics.com/showpost.php?p=5857081&postcount=102) did (which were fixed in 3.14).

KrugerPritz
Jun 03, 2008, 10:32 AM
Are you talking about BtS 3.13 or EDU 3.13 ?

The former should not have introduced any crashes, the latter apparently (http://forums.civfanatics.com/showpost.php?p=5857081&postcount=102) did (which were fixed in 3.14).
I'm talking about the E.D.U. the last I have is the 3.0 that came with the last update of Regiment and Ethnic Diversity of Gedemon: http://forums.civfanatics.com/showthread.php?t=238671

When He didn't updated anymore, I have increased it by myself. But I have some crashes and I'm not able to find them. I don't know if is in the new civs or units I've added or in the original mod. Maybe if there's any error known by the creator, it could be easier. Even if there aren't as to exclude that error is in the original mod. :scan:

mamba
Jun 03, 2008, 10:42 AM
I'm talking about the E.D.U. the last I have is the 3.0 that came with the last update of Regiment and Ethnic Diversity of Gedemon: http://forums.civfanatics.com/showthread.php?t=238671

and you updated Regiments to EDU 3.13 (at least that is the way I understood your first post) ? You did note that I linked to a post where some EDU 3.13 bugs were mentioned ?

imo the most likely reason for a CTD is that you reference some art definition (in CIV4UnitArtStyleTypeInfos.xml) which does not exist. Go to world builder and place each unit on the map, the one which CTDs is the one where your reference is wrong.

KrugerPritz
Jun 03, 2008, 11:31 AM
and you updated Regiments to EDU 3.13 (at least that is the way I understood your first post) ? You did note that I linked to a post where some EDU 3.13 bugs were mentioned ?

imo the most likely reason for a CTD is that you reference some art definition (in CIV4UnitArtStyleTypeInfos.xml) which does not exist. Go to world builder and place each unit on the map, the one which CTDs is the one where your reference is wrong. Thank You. And thank for the link. I will see if my version has the same errors. Anyway now i'm in a point that is a very long time spending, to put every unit... cause i play with 50 civilization and almost each has a his own UnitArtStyle :crazyeye:

Some guy
Aug 03, 2008, 12:16 AM
Why is the file gone?

Grey Fox
Aug 03, 2008, 01:27 AM
Download isn't working for me.

GeoModder
Aug 03, 2008, 05:38 AM
This mod is not supported afaik. Last update of it was almost a year ago, so most likely it won't be the same as BtS 3.17.
The download might not work since the last update was done in a timeframe a hacker deleted the download database, and White Rabbit probably never uploaded it again.

Wolfshanze
Aug 03, 2008, 10:23 AM
There's plenty of good up-to-date mods that do pretty much the same thing as this (and probably have more complete packages) and are still supported now.