[Warlords] - Regiment adapted with EDU

Gedemon

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this version is outdated !

check this thread for current version.



----------------

Sept 17, 2006 - Updated ! V0.2b

See screenshot

Download link is here

An adaptation and mix of seZereth's Regiments Mod, Rabbit, White's Ethnically Diverse Units and Teg_Navanis's Units Statistics, and some modern flavor/civ specific units.

see readme.txt for complete list of added units and mods.


known issues :
- Some modern units are really high poly. This added to regiment formation may slow down the game
- Warlord's position in formation is not updated when a unit is healing (engine bug ?)

Added Units :
Spoiler :

-- From EDU 2.35 --

default Settler with bigger "family" and a wagon
Caucasian Scout
African Settler, Scout and Warrior
Native Scout, Settler, Warrior and archer
Arabian Settler, Scout and Warrior
Asian Settler, Scout and Warrior
Indian Settler, Scout and Warrior
Egyptian Settler, Scout, Warrior and Archer
Mongolian settler
Celtic Archer
Persian Archer
Celtic Spearman
Arabian Spearman
Asian Spearman
Caucasian Spearman
Mongolian Spearman
Chinese Chariot
Celtic Chariot
Caucasian Horsearcher (Horseman)
Egyptian Horsearcher
Roman Horsearcher
Greek Horsearcher (Companion Cavalry)
Egyptian Axeman
Chinese Swordsman
Asian Longbowman
Mongolian Longbowman
American, British, German, Ottoman, Italian and Russian Infantry
African Horseman, and War Elephant
Greek Swordsman (Hypaspist)
Sworsdman Indian
Swordsman Arabian
War Elephant Caucasian
Celtic Warrior now with club (does no more match exactly Galic Warrior)

-- From other sources --

- tank -
Churchill MkIV
B1Bis
T-34
PzKpfw VI Tiger

- modern armor -
T-72
Leopard 2A5
T-84
M1A1 Abrams
Type 99

- mechanized infantry -
BTR 80

- ship -
Ship Asian
Turtle Ship
Bismark Battleship

- bomber -
HE 111
B17g
SM-79 Sparviero

- fighter -
A6M Zero
FW-190
IL 2
P40 Warkhawk (2 versions)
P47 Thunderbolt
Spitfire

- jet fighter -
F-15
Mig 21
Su-33 (2 versions)
Tornado
Mirage 2000
Mig 29

- Modern Bomber -
Tu 160

- gunship -
Mi24 Hind
Ka50 Hokum

- foot troop -
Swordsman & Pikeman for late era (in case you hadn't upgraded some)
Swordsman Antique
eagle warrior (south-am spearman, button added)
Arabian Longbowman
Roman Longbowman
Arabian Pikeman
French Foreign Legion
a pack of 12 medieval units thanx to seZereth
Cho-Ko-Nu Sword
Marine with M16

- Horseman -
Cho-Ko-Nu knight

- figure addition to formation -
HUMVEE (& desert version) with gunship
Modern Grenadier with Marine

- other -
Lioness


list of formation :
Spoiler :

- Line with officer


- Archer line with officer


- Organised fortify


- Horde & Horde fortify


- Open


- Square


- Wedge combat


- Spike fortify


- Fleet


- Fleet combat


- Mechanised
- Cavalery


- Alternative version (updated to 0.2b) :

10+1 figures and 10 figures formations may be a bit to much for performance. Here is a 8+1 and 8 figures formations patch. Just extract the file in your "Civilization 4\Warlords\Mods\Regiments and Formations\Assets\XML\Units" folder if you want to play with a fewer units displayed on screen. (not tested, but should work fine, tell me if it doesn't :p )
 
This is damn cool stuff.

The units though are fairly small, I was wondering if there would be a problem in increasing them in size a bit. Say if I wanted to jack them up 33% or so.

Now that leads me to where in the XML would I do this and would it create a problem?

Or could I use the Scale Tool to do it for me, and would it create a file that I could re-distribute
EDIT: Well I guess the scale tool only effects the base directory not mods...so that wont work

Also what could I do to speed up the battles.
 
Ket said:
This is damn cool stuff.

The units though are fairly small, I was wondering if there would be a problem in increasing them in size a bit. Say if I wanted to jack them up 33% or so.

Now that leads me to where in the XML would I do this and would it create a problem?

Or could I use the Scale Tool to do it for me, and would it create a file that I could re-distribute
EDIT: Well I guess the scale tool only effects the base directory not mods...so that wont work

Also what could I do to speed up the battles.

I am pretty certain we can increase the melee wave to a higher number. That'll make more units within the regiment engage at once, leading to faster battles. Conversly changing it to 1 will lead to one on one battles and very very slow battles
 
Makes sense to alter the

<iMeleeWaveSize>
<iRangedWaveSize>

Since I'm fairly sure that altering the
<fMaxSpeed>
Would turn it into BennyHill Combat Mod

What I dont get is what happens when the
<iMeleeWaveSize>
Is Larger than the <iGroupSize>

For Example:
Code:
<UnitMeshGroups>
				<iGroupSize>3</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<iMeleeWaveSize>5</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>3</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
				</UnitMeshGroup>

Also Units Look VERY small, It does not do to horrible when we're look at a late mech unit, and the 'chopper units look amazing. Now I changed the
<fScale>
In Civ4ArtDefines_Unit.xml
But what that seems to do is increase the size of the "Zoom" when the unit is selected (its stat box) I also assume it would alter the pedia but I could be wrong. I'd like to get the units a bit larger so it looks less like War in Munchkin land, of course I might be playing with Graphic Slowdowns due to wanting to do this.

Also I've attached Porgues 1.61 Formations File which has some added formations, now I don't know enough about the formations at the moment to mess around that direction but someone else might want to.

(I renamed the file to .txt so I could get it to upload)
 

Attachments

Ok I found it, now to just tweak it....

Ocedius, you should stay away from this file or we will loose you in tweaking for 2 weeks...

:lol:

Wait I think I'm talking about myself, I'm the one that has not had a full update in a week.

It's Controlled in Civ4DetailManager.xml which is in the MISC directory under XML and if its not there its in base CIV4 Assets/XML/MISC (Not warlords Base Civ4)

You would need to do
<Fader>
<Name>FLAG_SCALE</Name>
<Key>700.0, 0.6</Key>
<Key>1500.0, 0.7</Key>
<Key>3000.0, 0.9</Key>
<Key>5000.0, 1.2</Key>
</Fader>
(Thats the default Original)
And
<Fader>
<Name>UNIT_SCALE</Name>
<Key>700.0, 1.0</Key>
<Key>1500.0, 1.3</Key>
<Key>3000.0, 1.6</Key>
<Key>5000.0, 2.0</Key>
</Fader>
Again Default Original
Now I'm totally unsure of how to best tweak this....

The Values from Sz and Porges and Gedemon's Work are
<Fader>
<Name>UNIT_SCALE</Name>
<Key>700.0, 0.7</Key>
<Key>2100.0, 0.8</Key>
<Key>3500.0, 0.9</Key>
<Key>4900.0, 1.0</Key>
</Fader>
<Fader>
<Name>FLAG_SCALE</Name>
<Key>700.0, 0.3</Key>
<Key>2100.0, 0.6</Key>
<Key>3500.0, 0.9</Key>
<Key>4900.0, 1.2</Key>
</Fader>

And Despite what the file says changing it on the fly does not seem to work.
 
yes, general scale is controled by <Name>UNIT_SCALE</Name> entry in Civ4DetailManager.xml, and each unit scale can also be tweaked in Civ4ArtDefines_Unit.xml (<fScale>)

I use seZereth setting for general scale, and then change specific scale of some units (tank, gunship, etc...)

about the speed issue, <iMeleeWaveSize> and <iRangedWaveSize> could help, but combat speed is limited by the size of the units with less figures. ie : if you have a badly wounded marine (1 figure left) fighting against a full strenght warrior (10 figures), the marine will take the warrior one by one.

I've tried (and I guess seZereth too) at first to change <iMeleeWaveSize> with a higher number than <iGroupSize>, expecting one figure should then fight against multiple figures at the same time, but had no success yet.

and yes, including some of Porgues formations is the natural next step for this mod ;)
 
wow thats fantastic :) you could also have a look into the warhammer mods formations, i fleshed some more out, but you will be a bit distracted by about 100-200 units there ;) but i think it could be worth having a look. and finally if you want to chage scale in general, i fear you will have to make some formations a bit more widespread. have fun and keep up the good work!"
 
Thanks seZereth, I'll have a look at those formation :)
(and many thx for your formation mod of course :D )

Zuul said:
Catapult should have crew.
yes, but crew should be part of the catapult model, like the ones for cannons. Does anyone know if this could be done with the nif viewer ? With animations I mean...
 
I was playing around with formation tonight and I noticed this :
- when 2 formations are available for 1 unit, the formation seems to be randomly chosen.
- and if you use the <PromotionMaskList> entry to force a choice, if the unit has a promotion listed here, it will NOT use this formation. I was expecting the opposite :(

anyway I'm including square formation from Porges atm, having a look at the warhammer mod, and trying to find a place for great generals in those formations. and I've just noticed that the CIV4FormationInfos.xml is automatically reloaded by Civ4 each time I save it and alt-tab back in game... That will really save me some times :D

 
setting a generic fortify formation now. I hope I can post a new version before the end of the week :)

 
At first it seemed to me as if your mod-comp hardly affected performance at all, but the game began to slow down unbearably a little before the onset of the classical age...
I got the worst crash (I say crash, it was more of a slow-down-to-the-crawl of-an-injured-snail-with-a-particularly-heavy-shell type of thing) when all of the following happened in one turn: i was in the ancient age, and i built the oracle... unforntuantley i chose theology... wonder completion, founding a religion, finishing a technology and skipping an entire era in one turn it does not like...
 
yes, I guess more (and differents) units can stress even a good computer.

I've finished a marathon game on a huge map without any major problem (well two or three ctd, but that happens on vanilla warlords on my PC anyway), but I started full scale war only at the end of the game...

a new version is ready, just waiting for approval. :)

 
Great work! I'm starting to agree with some folks that 8+1 might be a better top limit
 
quick patch done for you and anyone wanting 8+1, see first post ;)


(edit : damn, forgot to change number of Navy Seals in both version, there are only 3 instead of 6... please reload 8+1 patch or just this one if you have already downloaded the main 10+1 file - not needed if you hadn't yet - extract in "Civilization 4\Warlords\Mods\Regiments and Formations\Assets\XML\Units" folder)
 
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