[BTS] Ethnically Diverse Units v3.0

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.
 
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.
 
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:


Code:
<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.
 
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.
 
While we are at settlers, the GrecoRomans do not yet come with additional members.

I just added them like this :
Code:
				<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>
 
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:
 
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?
Spoiler :


And here are the muskets I've added:
Spoiler :


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?
 
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.
 
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
 
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:

PHP:
 <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.
 
Hi guys! Just stopping by to say great work! :D
 
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.
 
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
 
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: )
 
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:


Code:
<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...
 
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:
 
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