[BtS] Diversica

Aha...

Too bad for those darn cannoniers. Thing is, so many times I'm not allowed a "ranged" attack with them. Why would this be?
 
Thanks Bmarnz,

Not a "veteran" Civ player, but definitely "hooked"!

I haven't won a game yet, but got close to a conquest victory set at noble... then the damn Aztecs Ambushed me and cleaned me out... who knew they had so many friends!?!?!
 
Released a bugfix for Next War (including fixes for bugs in Next War (gamespeed and tech era assignment) and omissions in my version of it (terrain improvements)).

See front page for download.
 
Getting the red blobs for German warriors and dreadnaughts, don't know about anything else.

This is probably just me, I tried using the PAK, must've screwed up.
 
Not sure how you managed to get them, they work for me.

The correct way to install a new version is to delete the old one and then extract the new ones (make sure that subdirectories do get extracted, I assume they were as otherwise you would get red blobs for just about anything however).

Since they work for me, the only thing I can recommend is deleting Diversica and then installing 0.60 again.

EDIT: I do assume that this is not a reply to my NextWar fixes as they change none of the files which deal with german units or dreadnoughts.
 
The download from Filefront is not working.

It works for me, just checked. In any case, if you know another provider where I can upload an unlimited amount of data (or at least 250 mb), let me know.

What are the FPK files included in the .60 download for?

They contain the unit art. There is nothing you need to do about them, just leave them where they are extracted to (which should be the Assets directory).

As I said, delete the Diversica 0.5x directory and extract 0.60 anew from the zip file, do not extract it into an already existing directory (it should work, but for one you will have unused stuff lying there and for another I want to exclude this as a possible cause of your problems).
 
Ahh, finally got to playing 0.60 (marathon games take time...). Good job, apart from contnent upgrade I'm particularily happy about the FPK files - loading times were a pain in previous version.

New ships classes look good, though I am yet to see an AI building any of them (somehow in most of my games AI's tend to go straight form caravel level to destroyer level, not sure if this has anything to do with the mod or is it just the way my games go).
One thing I'm having doubts about is the "ironclad warship" unit. As it is, it seems way too powerful: for modest extra cost I get an ironclad with +1M, +3S and ability to go anywhere, not just coastal waters. Too good, and, as both ships are available at the same time, there is no reason to build regular ironclads anymore, unless the cost somehow becomes a major issue (and who spams ironclads anyway?). Perhaps you could consider switching their respective power ratings; a S12 ironclad warship would still be a flexible vessel significantly superior to sail-powered ships, and a S15 ironclad would be what it always was - a slow and clumsy, but very powerful coastal defender.

One more thing: I noticed that you made use of the "ship scaling mod" (whatever it's really called) to prevent having battleships larger than a city and not fitting on a tile. While I understand why scaling issues were annoying some people, personally I think the current effect is even worse, as suddenly the most massive and solid-looking ships are regular destroyers; a battleship, while still "longer" on the tile, looks very delicate next to one of them. So, my question: is there any easy method of returning the ships to their original scale? I know that deleting a certain file (forgot the name) does that, but only in regard to regular models, not the custom ones. Do I have to work on this manually? And, if so, what scale was considered "default" for the custom ship classes introduced in 0.60? I really don't feel like doing this by trial and error...

Once again, :goodjob: on the mod; I haven't played a game without it since the day I discovered your work.
 
New ships classes look good, though I am yet to see an AI building any of them (somehow in most of my games AI's tend to go straight form caravel level to destroyer level, not sure if this has anything to do with the mod or is it just the way my games go).

It should just be the way games go, as far as I know there is nothing which prevents the AI from creating these units.

One thing I'm having doubts about is the "ironclad warship" unit. As it is, it seems way too powerful: for modest extra cost I get an ironclad with +1M, +3S and ability to go anywhere, not just coastal waters. Too good, and, as both ships are available at the same time, there is no reason to build regular ironclads anymore, unless the cost somehow becomes a major issue (and who spams ironclads anyway?).

I agree, it is superior in every way to the regular Ironclad unit, except for cost. As to making Ironclads obsolete, I never built them before either, so to me they were obsolete right from the very start :)

I also think they are ok as they are, you get +3S,+1M for a cost of 140 instead of 100. With the Battleship you get +28S,+3M for a cost of 225, to me this is an even better deal (Destroyer at +18S,+6M for 200 also is a better deal imo, and that is only two techs away from the Ironclad).

Perhaps you could consider switching their respective power ratings; a S12 ironclad warship would still be a flexible vessel significantly superior to sail-powered ships, and a S15 ironclad would be what it always was - a slow and clumsy, but very powerful coastal defender.

I would probably rather give both a strength of 12 and reduce the cost for the Ironclad Warship to 125 or so. I don't think the riverboat should be stronger than an ocean going one.

Wolfshanze, any thoughts on this one ? :D

One more thing: I noticed that you made use of the "ship scaling mod" (whatever it's really called) to prevent having battleships larger than a city and not fitting on a tile.

No, I have not changed the size of any unit, except for the civ-specific units I added, where sometimes the size needed to be adjusted as the regular scaling would result in far too large or small units (only true for tanks, planes and ships). In those cases I tried to give them sizes which are similar to the sizes of the regular civ counterpart.
Maybe I did not do so sufficiently in some cases though or missed a unit, if there are any units where you notice this in particular, let me know.

The regular battleship and destroyer (which are used by most nations still) are the original size as used by civ.

While I understand why scaling issues were annoying some people, personally I think the current effect is even worse, as suddenly the most massive and solid-looking ships are regular destroyers; a battleship, while still "longer" on the tile, looks very delicate next to one of them.

Those are the regular CIV scales and sizes, nothing I changed.

Here is a pic of Dreadnought, Destroyer and Battleship next to each other (the pic was taken with all 3 at the same time, I then moved them closer to each other in a graphics editor, so the size differences are not due to zoom level, if anything the Destroyer has the advantage here due to being in the center).



The Battleship does not look smaller / more delicate than the Destroyer to me. Did you per chance mistake the Dreadnought for a Battleship ?

So, my question: is there any easy method of returning the ships to their original scale? I know that deleting a certain file (forgot the name) does that, but only in regard to regular models, not the custom ones. Do I have to work on this manually? And, if so, what scale was considered "default" for the custom ship classes introduced in 0.60? I really don't feel like doing this by trial and error...

The custom ship classes have no default ship size, I had to come up with one (the models did not contain any xml which could be considered the default).

I simply went with "the stronger the bigger", with the Dreadnought therefore being the biggest of them and slightly smaller than the Destroyer (see pic above).
 
Diversica_v060.zip
Filename Diversica_v060.zip
File Size 145.06 MB (152,102,196 Bytes)
Uploaded by Not Available
Reader Rating 0 vote(s) ( Rate it now - 1 2 3 4 5 )
Date Added Monday, October 29, 2007 04:59 PM
Downloads 79 (This week: 34)

Your download has failed. There were no available download servers.
Click here to try your download again. Click here to try your download again.



P.S. Sorry, but I have to agree with Tirse:

Destroyer Escort USS Bangust DE-739 in WWII. ... The ship's specs are:. Length: 306 feet Beam: 36 feet Draught: 10 feet Crew: 220 ...

Iowa class battleshisp:
Full Displacement: 57271 tons
Waterline Length: 860 ft
Waterline Beam: 108 ft
Draft Limit: 37 ft

In other words, as I am sure you are very well aware, battleships were much, much, much bigger. Now how to portray that is of course an open question. Personally, I would hope for at least a moderately noticeable difference in size.

Regardless, much looking forward to playing the latest version of my favorite mod. Please keep up the great work, and thanks!

By the way, can I still use Lt. Bob's 40 civ dll with this?
 
Diversica_v060.zip
Filename Diversica_v060.zip
File Size 145.06 MB (152,102,196 Bytes)
Uploaded by Not Available
Reader Rating 0 vote(s) ( Rate it now - 1 2 3 4 5 )
Date Added Monday, October 29, 2007 04:59 PM
Downloads 79 (This week: 34)

Your download has failed. There were no available download servers.
Click here to try your download again. Click here to try your download again.

Well, what can I say, it does work for me, so I guess you should try again.



As I said, if you know another provider which accepts 250 mb or larger files, let me know.

P.S. Sorry, but I have to agree with Tirse:

Fine, nothing wrong with agreeing with him, one fact remains though, and that is that I did not change ship sizes from the original CIV sizes (so I did not include any ship scaling mod as he assumed in his post) :)

Regardless, much looking forward to playing the latest version of my favorite mod. Please keep up the great work, and thanks!

I will, glad you like it.

By the way, can I still use Lt. Bob's 40 civ dll with this?

You should be able to use any DLL with this mod as long as it is not relying on specific XML tags for the stuff it introduces. Nothing in this mod relies on a specific dll (and nothing ever will).
 
I would probably rather give both a strength of 12 and reduce the cost for the Ironclad Warship to 125 or so. I don't think the riverboat should be stronger than an ocean going one.

Historically speaking you may be right, though one could argue that heavy "coastal defender" could have more armor and more firepower at the cost of being slow and not really seaworthy vessel. I have no RL knowledge of ship specifications for that period so I cannot say much more from this perspective, but your suggested change doesn't do much to help basic ironclads IMO. I don't know, maybe playing marathon games changes perspective somewhat (ironclad age is not over in 5 minutes...), but I still fail to see why anyone would build them if he could make faster and oceangoing ships for few extra hammers.


No, I have not changed the size of any unit, except for the civ-specific units I added, (...) The regular battleship and destroyer (which are used by most nations still) are the original size as used by civ.

Huh? Now this is... strange. In 0.60 I cannot find the file I mentioned before (gotta be in the PAK's), but I remember clearly that before I could restore the original sizes by deleting it... the result was properly sized "generic" battleship, but "Yamato" or "Bismarck" replacements were still tiny. This had no effect on destroyers. No dreadnoughts were around at the time, so... :confused:

Did you per chance mistake the Dreadnought for a Battleship ?

You know, that almost hurt my feelings ;)


I simply went with "the stronger the bigger", with the Dreadnought therefore being the biggest of them and slightly smaller than the Destroyer (see pic above).

Regardless of the fact that the "problem" mentioned in my previous post is likely me messing up/hallucinating, I can see possible issues with that approach. Firstly, I'm not sure if it wouldn't be better to compare sizes/power of those ships with other ships available at roughly the same timeframe (so the "ironclad warship" should be bigger than, say, frigate), not with later ships. Secondly, the dreadnought definitely shouldn't be smaller than a destroyer, that's really absurd from both historical perspective and your "the stronger the bigger" concept (though in a game where a destroyer has 3/4 firepower of a late-WWII battleship things sure are messed up by definition). Destroyers are oversized, that's certain (and overpowered as well). I understand that to make diffrences in ship scale remotely realistic would mean we have to start looking for triremes with magnifying glass, but at present this seems way off in modern vessels.

Of course, the one most off is the mega work boat :lol:
 
I don't know, maybe playing marathon games changes perspective somewhat (ironclad age is not over in 5 minutes...), but I still fail to see why anyone would build them if he could make faster and oceangoing ships for few extra hammers.

I agree, ironclads still would be mostly obsolete, I play marathon all the time (but then I mostly go for Pangea type maps, I did start an Archipelago map recently though ;) ).

The only reason to possibly build Ironclads is their cost compared to the Ironclad Warship (which is why I chose a relatively high cost for it).

Huh? Now this is... strange. In 0.60 I cannot find the file I mentioned before (gotta be in the PAK's), but I remember clearly that before I could restore the original sizes by deleting it.

all that is in the PAKs is unit art, no xml whatsoever. I also never included changes to unit scales in any version, no idea what file you did delete :)

Actually there is a file which changes unit size in Modules/EDU/UnitScale, but by default it does not get used, so you would have to extract it yourself first for it to have an effect. That file does increase the size of battleships considerably (amongst some other changes), so maybe you did extract that file rather than delete any file ?

.. the result was properly sized "generic" battleship, but "Yamato" or "Bismarck" replacements were still tiny. This had no effect on destroyers. No dreadnoughts were around at the time, so... :confused:

That is due to the fact that the civ-specific battleships have their own art definitions, so changing the generic ones won't affect them (which is what the edu/unitscale file does).

Regardless of the fact that the "problem" mentioned in my previous post is likely me messing up/hallucinating, I can see possible issues with that approach.

There definitely are problems with that approach, my 'the stronger the bigger' also only applies to the 3 units I added, I did not adhere to this wrt the units which already exist in CIV.

I guess the Ironclad Warship and the Frigate should have identical size (the I.W. is basically a Frigate after all, just with an iron instead of a wooden hull) and the Dreadnought should be closer to the Battleship and therefore larger than a Destroyer, but then the two would look even more similar than they already do, so I decided against it.

So with these boundaries (I.W. size = Frigate size and Dreadnought size <= Destroyer size), this only leaves the Pre-Dreadnought to fall somewhere in between the two (due to my 'the stronger, the bigger' rule).

Of course, the one most off is the mega work boat :lol:

This size problem is what kept me from including the canoe so far, it just looked too odd to a) either have a canoe the size of a tireme or to b) have a tireme sunk by a canoe the size of a canoe :)
 
Ok, I stumbled across another file hoster which accepts 250 mb files, so I uploaded it there (see first post).

Unfortunately it is a german site, so you might have difficulties with it. In the bottom left, there is a button (after a short waiting time) which you need to press to download the file. The button is labeled 'Download' (so that should not be too difficult).

Do not press the huge pic which says 'Jetzt Downloaden' that is not Diversica, that is an ad.
 
GREAT MOD! Keep up the good work. Any plans to incorporate the latest varietas delectat upgrade (v3)?

In essence it already is included, VD 3.0 added (finally) modern units (planes and tanks), which I had done some time ago already.

There will be differences in which units get used by which civ in some cases, but we have those differences with 'older' units as well.

I will check whether there is anything to borrow (I doubt that avain uses units which are new to me this time around though).
 
First off. Thanks for the mod! Your hard work is much appreciated :)

Unfortunatly I am stuck at a particular point in the game where whenever I end the turn i get a CTD :( (I am using v060)

The year is 1443. I am the most advanced Civ and have just recently reseached Industrialization, Flight and Radio so not sure what units built at that time might cause a CTD.

I have tried reducing settings etc but i would be suprised if that would be a problem on my current rig.

I would like to send you the Savegame but its about 2.3MB so I cant attach.
Is there another way I could get this to you?

Also please let me know if i can provide you with any other information that might help

AMD 4200x2
2GB 667
7950GT 512MB
160GB Raid 0 System
320GB Storage

Thanks!
 
You could upload it here and send me a message telling me the link.

If this CTD is my fault, there is no other info needed as it will be due to my XML, not due to your PC.

Do you use 0.60, or 0.60a ?
 
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