Advertisement
Civilization Fanatics' Center  

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Graphics Modpacks

Reply
 
Thread Tools
Old Aug 24, 2007, 10:45 AM   #1
mamba
Deity
 
Join Date: Aug 2007
Posts: 2,520
[BtS] Diversica


Diversica 1.95




Links

Diversica 1.95 for BtS 3.19 download
Patch 1.95e

Description

Diversica is a module for Civilization IV Beyond the Sword which adds additional graphics and some minor gameplay changes (new units, techs and resources).

It includes both Ethnically Diverse Units and Cultural Citystyles. You can consider it an alternative to Varietas Delectat.

Diversica uses the RevolutionDCM mod to ease having separate installable sub-modules on top of the core mod. All optional sub-modules are included in the download and can be selected upon installation.

Why Diversica
Spoiler:

When I found Danrell's units I wanted to include them in my game, as there was no module which did so, I created my own.

As I assume other people also are interested in adding his units easily, I added it here. The module has since progressed beyond including Danrell's units, the focus remains on civilization-specific units however.

I decided to call the mod Diversica (instead of Diversity) as the word 'diversity' is used frequently, so whoever is searching for it will find all kinds of unrelated links. Calling it Diversica should solve this.


Why base it on RevolutionDCM / WoC
Spoiler:

The initial focus of Diversica was to add civ-specifc unit graphics and to allow the player to plug and unplug the changes based on his own preferences. To that end Diversica included information on how to unplug the different parts. As Diversica grew, technical restrictions of the regular xml format prevented the unplugging of certain parts.

To overcome this problem and allow for a fully pluggable mod again, I converted Diversica to the WoC xml format and use an installer which allows the selection of sub-modules.

Diversica is as a stand-alone module which contains RevolutionDCM which in turn includes the WoC Lite features.


The present
Spoiler:

America use Zerver's units.

Babylon, China, England, France, Germany, Japan and Netherlands use Danrell's units.

Arabia, Aztec, Austria (replacement for HRE), Byzantium, Carthage, Celt, Egypt, Ethiopia, Greece, Inca, India, Khmer, Korea, Mali, Maya, Mongol, Ottoman, Persia, Portugal, Rome, Russia, Spain, Sumeria and Viking use Bakuel's units.

Sioux (replacement for Native America) uses Bernie14's Sioux units.

Zulu uses Polycrates' units.

Berber is based on Cybrxkhan's Berbers, uses Bakuel's units.
Chola is based on CIV Gold's Chola, uses Bakuel's (south-indian) units
Hun is based on CIV Gold's Hunnia, uses Bakuel's units.
Hungary is based on Kabcsi's Magyar civ, uses Bakuel's units.
Iroquois is based on Bmarnz&Amra's Iroquois, uses Bernie14's units.
Israel is based on Esnza's PnP Israel 3.0, uses Bakuel's units.
Khazar is based on Cybrxkhan's Khazars, uses Bakuel's units.
Nubia is based on CIV Gold's Nubia, uses Bakuel's units.
Poland is based on Kodzi Team's PnP Poland 1.2, uses Danrell's units.
Polynesia is based on CIV Gold's Polynesia, uses Bakuel's units.
Romania is based on Aranor's Romania, uses Zerver's units.
Safavids, using Danrell's persian units
Seljuk is based on Cybrxkhan's Seljuks, uses Danrell's ottoman units.
Siam is based on CIV Gold's Thailand, uses Zerver's units.
Switzerland is based on Robo Magic's Switzerland, uses Zerver's units.
Vietnam is based on CIV Gold's Vietnam, uses Bakuel's units.

EDU 3.14, Cultural Citystyles 0.99, Varietas Delectat 9.20 and Cultural Diversity 1.10 have been incorprated.

Additional units from Airforces 0.3, MaxRigaMod BTS 2, Modern Warfare 1.20 and Total Realism 2.42 have been added for more diverse aircrafts and tanks.


Thanks

Thanks go to the creators of the units found at www.civfanatics.com, including Asioasioasio, Bakuel, Bernie14, Chugginator, Danrell, Dutchking, GeneralMatt, Polycrates, Sepamu92, Snafusmith, TheCapo, TheCoyote and Zerver (and everyone else I forgot) and to NeverMind for the XXL Worlds xml and python code.

Version history

Spoiler:

For more details, see the history.txt file included with the module.

Version 1.95 :
  • added GeneralMatts's pre-dreadnoughts
  • added Snafusmith's Mig-21 and Tornado jetfighters
  • added Snafusmith's Leo 1, Leo 2, T-72 and Challenger tanks
  • added Snafusmith's Mil Mi-8 gunship
  • added Snafusmith's M-109 mobile artillery and SA-8 mobile SAM
  • added Snafusmith's Tupolev SB bombers
  • added Bakuel's ancient, medieval and renaissance India units
  • added Chola civ with Bakuel's south India units
  • added Timurid civ with Bakuel's Timrud units

Version 1.90 :
  • added Snafusmith's B-25 bombers, Hurricane fighters and Eurofighter jets
  • added Bakuel's ancient, medieval and renaissance Arabia units
  • added Bakuel's ancient, medieval and renaissance Ottoman units
  • added Bakuel's renaissance Persia units
  • added Bakuel's ancient Poland units
  • added Bakuel's ancient, medieval and renaissance Russia units
  • added Khazar civ with Bakuel's Khazar units
  • added Seljuk civ with Danrell's Ottoman units
  • updated to RevolutionDCM 2.90

Version 1.81 :
  • updated to Cultural Citystyles 0.99
  • updated to RevolutionDCM 2.72

Version 1.80 :
  • added Snafusmith's tanks (for each standard civ)
  • added Snafusmith's latest modern units (T-55, BRDM-2, Mi-24, 2S1) with skins for various civs
  • added Asioasioasio's F-16 with skins for several civs
  • added Mechaerik's arabian units
  • added TheCapo's renaissance and modern units (Israel, Khmer, Mongol, Native America, Persia, Portugal, Vietnam)
  • added Bakuel's ancient and medieval Portugal units
  • added Bakuel's ancient and medieval Spain units
  • added Bakuel's renaissance Vietnam units
  • added Berber civ with Bakuel's Berber units
  • updated to Cultural Citystyles 0.98
  • updated to RevolutionDCM 2.71

Version 1.70 :
  • added CoffeeJunkies's modern units (England, India, Middle East, Ottoman)
  • added TheCapo's industrial units (America, India, Khmer, Korea, Netherlands, Ottoman, Portugal, Viking)
  • added Hun civ with Bakuel's hunnic units
  • updated to Cultural Citystyles 0.90
  • incorporated RevolutionDCM 2.61

Version 1.60 :
  • added Bakuel's Byzantium units
  • added Bakuel's Carthage units
  • added TheCapo's Korea industrial units
  • added TheCapo's America industrial units
  • added Zuul's promotions
  • added Vietnam civ with Bakuel's vietnamese units
  • updated to Cultural Citystyles 0.50 (from Ethnic Citystyles 1.04)

Version 1.50 :
  • added Bakuel's industrial Aztec units
  • added Bakuel's Celt units
  • added Bakuel's Greece units
  • added Bakuel's Holy Roman units
  • added Bakuel's Hungary units
  • added Bakuel's Israel units
  • added Bakuel's Persia units
  • added Bernie14's industrial Spain units
  • added Bakuel's Viking units
  • added Nubia civ with Bakuel's nubian units
  • added Polynesia civ with Bakuel's polynesian units
  • added Safavid civ with Danrell's persian units
  • requires Beyond the Sword 3.19 due to included WoC dll

Version 1.20 :
  • added Bakuel's Korea units
  • added Bakuel's Maya units
  • added Bakuel's Sumeria units
  • added latest Zerver's modern units (England)
  • updated Hungary to Kabcsi's Magyar civ 2.0

Version 1.10 :
  • added Bakuel's Aztec units
  • added Bakuel's industrial Ethiopia units
  • added Bakuel's Mongol units
  • added latest Zerver's modern units (China, Hungary, Inca, Siam, Viking)
  • updated to Ethnic Citystyles 1.04
  • updated Hungary to Kabcsi's Magyar civ

Version 1.00 :
  • added Bakuel's Mali industrial units
  • added Bakuel's Ethiopia units
  • added latest Zerver's modern units (Babylon, Byzantium, Carthage, England, Hungary, Israel, Rome)
  • updated Varietas Delectat to 3.60
  • updated to Ethnic Citystyles 1.02 (from Ethnic Artstyles 1.09)
  • initial release for Beyond the Sword 3.17
  • initial release for World of Civilization

Version 0.95 :
  • added Siam civilization with Zerver's units
  • added Bakuel's Inca modern units
  • added latest Zerver's modern units (Greece, Japan, Korea, Netherlands, Portugal)
  • added some civilization specific Light Bombers
  • added Wolfshanze's Ballistic Missile Submarine class (and the changes to the regular submarine)
  • updated Cultural Diversity to 1.10
  • updated Varietas Delectat to 3.50
  • updated Actual Quotes to 4.20

Version 0.90 :
  • added units from Chugginator's Cultural Diversity 1.00
  • added Zerver's modern units (China, Hungary, Khmer, Ottoman, Poland, Russia, Spain, Viking)
  • added Zerver's austrian units (as Holy Roman units)
  • added Wolfshanze's Light Bomber unit category
  • updated Zerver's Israel units
  • updated Zerver's Romanian units
  • updated Varietas Delectat to 3.30

Version 0.80 :
  • added Bakuel's Inca units
  • added Bakuel's Mali units
  • added some civilization specific units for Early Bombers, Early Fighters and Early JetFighters
  • added Early Carrier unit class
  • included Wolfshanze's naval categories and promotions
  • major xml rework in anticipation of World of Civilization

Version 0.70 :
  • added Iroquois civilization with Bernie14's units
  • added bonus resources from MarnzMod and GreenMod (non-strategic only)
  • added Early Bomber, Early Fighter, Early JetFighter, JetBomber and StealthFighter unit classes
  • added Early Tank and Halftrack unit classes
  • added Tracked Vehicle, Aeronautics and Jet Engine technologies
  • changed Next War for faster research and later space race
  • included Sevopedia 2.3.2
  • updated Hungary with Zerver's animated leaders
  • updated Varietas Delectat to 3.10
  • updated Total Realism to 2.2.1

Version 0.60 :
  • added Zerver's America units
  • added bernie14's Native America units
  • updated Poland to Polish Empire 1.2
  • updated Hungary with Hungary mod for Varietas Delectat 1.0 units
  • updated Varietas Delectat to 2.00

Version 0.55 :
  • added the Next War technologies and units
  • added Ironclad Warship, Pre-Dreadnought and Dreadnought ship classes
  • added Willowmound's Actual Quotes
  • added XXL World world sizes
  • added Carter's Earth map (for 18 players)

Version 0.51 :
  • added Polycrates' african units
  • added Hungary civilization with Zerver's units
  • initial release for Beyond the Sword 3.13

Version 0.50 :
  • added Polycrates' Zulu units
  • added Israel civilization with Zerver's units
  • added Romania civilization with Zerver's units
  • added Switzerland civilization with Zerver's units
  • added units from Modern Warfare 1.20
  • updated Rome to Bakuel's units
  • updated Poland to Polish Empire 1.1
  • updated Varietas Delectat (formerly keymod) to 1.70

Version 0.40 :
  • added units from Airforces 0.3
  • added units from MaxRigaMod BTS beta 1
  • added units from Total Realism 2.2
  • updated keymod to 1.40

Version 0.30 :
  • added units from keymod 1.30
  • updated Ethnical Artstyles to 1.04

Version 0.20 :
  • added Bakuel's Khmer units
  • added Bakuel's Maya units
  • added Danrell's China units
  • added Danrell's Native America units
  • incorporated Ethnical Artstyles 1.02

Version 0.15 :
  • added Bakuel's Egypt units
  • added Danrell's Japan units
  • incorporated EDU 3.14

Version 0.12 :
  • unified directory structure
  • xml bugfixes

Version 0.10 :
  • added Danrell's Arabia units
  • added Danrell's Babylon units
  • added Danrell's Byzantium units
  • added Danrell's Carthage units
  • added Danrell's England units
  • added Danrell's France units
  • added Danrell's Germany units
  • added Danrell's Greece units
  • added Danrell's Netherlands units
  • added Danrell's Ottoman units
  • added Danrell's Persia units
  • added Danrell's Portugal units
  • added Danrell's Rome units
  • added Danrell's Russia units
  • added Danrell's Spain units
  • added Poland civilization with Danrell's units


Last edited by mamba; Feb 21, 2013 at 06:10 PM.
mamba is offline   Reply With Quote
Old Aug 24, 2007, 10:55 AM   #2
mamba
Deity
 
Join Date: Aug 2007
Posts: 2,520
Reserved

Reserved for future use

Last edited by mamba; Mar 05, 2008 at 11:50 AM.
mamba is offline   Reply With Quote
Old Aug 24, 2007, 11:01 AM   #3
NikNaks
Deity
 
NikNaks's Avatar
 
Join Date: Jul 2006
Location: England
Posts: 2,972
Wow! What a first couple of posts!
Would you mind if I incorporated parts of this into BUG mod?
__________________
My work: Units - Leaderheads - Expanded Natives and Scandinavia Expansion (WIP) for BAT
The BtS Unaltered Gameplay (BUG) Project Forum - BUG 4.4, BAT 3.0.1 and BULL 1.2 Now Out!
NikNaks is offline   Reply With Quote
Old Aug 24, 2007, 12:34 PM   #4
mamba
Deity
 
Join Date: Aug 2007
Posts: 2,520
No, go ahead, I do not mind at all, in fact I welcome it

EDIT : If you just want the xml, let me know

Last edited by mamba; Aug 24, 2007 at 12:47 PM.
mamba is offline   Reply With Quote
Old Aug 25, 2007, 07:29 AM   #5
NikNaks
Deity
 
NikNaks's Avatar
 
Join Date: Jul 2006
Location: England
Posts: 2,972
Why not post each module in Danrell's threads? I'm sure everyone there would be grateful to have a module there.

Also, I would change 'Custom Civilizations' to 'Custom Units'
__________________
My work: Units - Leaderheads - Expanded Natives and Scandinavia Expansion (WIP) for BAT
The BtS Unaltered Gameplay (BUG) Project Forum - BUG 4.4, BAT 3.0.1 and BULL 1.2 Now Out!

Last edited by NikNaks; Aug 25, 2007 at 07:36 AM.
NikNaks is offline   Reply With Quote
Old Aug 25, 2007, 10:34 AM   #6
mamba
Deity
 
Join Date: Aug 2007
Posts: 2,520
Quote:
Originally Posted by NikNaks93 View Post
Why not post each module in Danrell's threads? I'm sure everyone there would be grateful to have a module there.
I probably will, but as I found out I made a mistake in how I added unique units, so I didn't do it yet (that mistake is fixed in 0.12).

Quote:
Also, I would change 'Custom Civilizations' to 'Custom Units'
They are civilizations though, not just units. Even though they are not new civilizations, they are replacements of the CIV civilizations by the same name.

You do not get to see the danrell units unless you change the civilization-xmls, not just the unit ones.

In essence this also means you can plug a whole civilization, you cannot plug a single unit though.
mamba is offline   Reply With Quote
Old Aug 25, 2007, 11:15 AM   #7
karaza
Chieftain
 
Join Date: Aug 2007
Posts: 31
I have done the same thing, but I combined mine with Rabbit, White's EDU mod, plus some of Bakuel's egyptian and african models.

This guide was the easiest for me to follow and doesnt require making new civs, just new UnitArtStyleType's and it requires use of Beyond the Sword.

If you have BTS and just want to add these units for each civ replacing the default swordsman, pikeman, ect then this guide is probably best:

http://forums.civfanatics.com/showthread.php?t=229557

3.0 Unit Art Styles

There has been a lot of amazing work done creating new unit art for civilization 4. Many of these units have been implemented as “flavor” units, sharing identical stats but added to the game to vary the artwork of different civilizations. Unfortunately this requires a new unit to be added to the game, a swordsman (for example) that is a duplicate in every way except its art definition.

BtS allows us to define unit art types, similar to the building art types in warlords. With it you can have one unit definition but configure different civilizations to use different art for that unit. So the Greek scout can be made to look different than an Aztec scout without adding a new unit to the game.

There are 3 steps required to enable this.

3.1 Step 1: CIV4CivilizationsInfos.xml

In this file we need to define the civilizations Unit Art Style as follows:


Code:
<CivilizationInfo>
<Type>CIVILIZATION_AMERICA</Type>
<Description>TXT_KEY_CIV_AMERICA_DESC</Description>
<ShortDescription>TXT_KEY_CIV_AMERICA_SHORT_DESC </ShortDescription>
<Adjective>TXT_KEY_CIV_AMERICA_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_AMERICA_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_BLUE</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_AMERICA</ArtDefineTag>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_EUROPEAN</UnitArtStyleType>

This is very similar to the way city art styles were defined in warlords but added as a separate attribute so modders can use different unit and city building styles. A NONE value will cause the Civ to use all default Unit Art.

3.2 Step 2: CIV4UnitArtStyleTypeInfos.xml

This is a new XML file in BtS. It contains the definition for the Unit Art Style and allows a new unit art meshes to be used for a given unit. In the example below the ART_DEF_UNIT_ARCHER_EURASIAN is the Early art definition used for an Archer and ART_DEF_UNIT_ARCHER_EUROPEAN is used in the middle and late periods. The Archer like most units has only one UnitMesh as specified on its CIV4UnitInfos.xml element. But units can actually have any number of Meshes, the Settler units are the only Original game units to use more then one Mesh and to modify these simply list the replacement Meshes as <UnitMeshGroup> elements, they will be matched in the order with the CIV4UnitInfos meshes and replace it one for one, any number of Meshes can be present in a Unit and all can be substituted in this way.

Any Unit not given replacements for a StyleType will simply be defaulted to the Art from the UnitInfos.xml file and any individual ARTDEFs can be referenced any number of times and in as many different StyleTypes as desired allowing considerable sharing and creation of Styles which differ only at certain time periods to reflect cultures branching and merging.


Code:
<UnitArtStyleTypeInfo>
<Type>UNIT_ARTSTYLE_EUROPEAN</Type>
<StyleUnits>
<StyleUnit>
<UnitType>UNIT_ARCHER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_UNIT_ARCHER_EURASIAN</EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_UNIT_ARCHER_EUROPEAN</LateArtDefineTag>
<MiddleArtDefineTag> ART_DEF_UNIT_ARCHER_EUROPEAN </MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>
<StyleUnit>
<UnitType>UNIT_SETTLER</UnitType>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_SETTLER_MALE_EUROPEAN </EarlyArtDefineTag>
<LateArtDefineTag> ART_DEF_SETTLER_MALE_EUROPEAN </LateArtDefineTag>
<MiddleArtDefineTag> ART_DEF_SETTLER_MALE_EUROPEAN </MiddleArtDefineTag>
</UnitMeshGroup>
<UnitMeshGroup>
<EarlyArtDefineTag>ART_DEF_SETTLER_FEMALE </EarlyArtDefineTag>
<LateArtDefineTag>ART_DEF_SETTLER_FEMALE </LateArtDefineTag>
<MiddleArtDefineTag>ART_DEF_SETTLER_FEMALE </MiddleArtDefineTag>
</UnitMeshGroup>
</StyleUnit>
</StyleUnits>
</UnitArtStyleTypeInfo>

Step 3: CIV4ArtDefines_Unit.xml

Just as in Civ4 the Unit Art Information has to exist for the unit. But instead of using the default one assigned to that unit in the Civ4UnitInfos.xml (ART_DEF_UNIT_ARCHER for example) Unit Art Styles allowed us to use a alternate one such as this:


Code:
<UnitArtInfo>
<Type>ART_DEF_UNIT_ARCHER_EUROPEAN</Type>
<Button>,Art/Interface/Buttons/Units/Archer.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,1</Button>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>
<NIF>Art/Units/Archer_European/Archer_European.nif</NIF>
<KFM>Art/Units/Archer_European/Archer.kfm</KFM>
<SHADERNIF>Art/Units/Archer_European/Archer_European_fx.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>0.85</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.31</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

By modifying the SDK you can create alternative types of StyleUnit logic with their own xml files and logic structures such as Units which show different Artwork based on how heavily they are damaged or the presense of specific Promotions.
karaza is offline   Reply With Quote
Old Aug 25, 2007, 11:21 AM   #8
SamBaily
Chieftain
 
Join Date: Aug 2007
Posts: 10
Does this include the city art mod also? If not that'd be a nice addition to your mod as well.
SamBaily is offline   Reply With Quote
Old Aug 25, 2007, 11:25 AM   #9
NikNaks
Deity
 
NikNaks's Avatar
 
Join Date: Jul 2006
Location: England
Posts: 2,972
This mod is going to be included in Flavorful BUG (with a few changes) which includes Ethnic Citystyles, EDU, ActualQuotes and several others. See my sig if you're interested.
__________________
My work: Units - Leaderheads - Expanded Natives and Scandinavia Expansion (WIP) for BAT
The BtS Unaltered Gameplay (BUG) Project Forum - BUG 4.4, BAT 3.0.1 and BULL 1.2 Now Out!
NikNaks is offline   Reply With Quote
Old Aug 25, 2007, 11:27 AM   #10
SamBaily
Chieftain
 
Join Date: Aug 2007
Posts: 10
Awesome I can't wait. Does that work with BlueMarble also?
SamBaily is offline   Reply With Quote
Old Aug 25, 2007, 11:29 AM   #11
NikNaks
Deity
 
NikNaks's Avatar
 
Join Date: Jul 2006
Location: England
Posts: 2,972
Yep! It's all run from CustomAssets without conflict. I play it with Poland and Israel as extra civs.
__________________
My work: Units - Leaderheads - Expanded Natives and Scandinavia Expansion (WIP) for BAT
The BtS Unaltered Gameplay (BUG) Project Forum - BUG 4.4, BAT 3.0.1 and BULL 1.2 Now Out!
NikNaks is offline   Reply With Quote
Old Aug 25, 2007, 11:37 AM   #12
mamba
Deity
 
Join Date: Aug 2007
Posts: 2,520
@SamBaily : so far only the danrell units are included, next I will add the keymod units and artstyles (keymod in turn includes the EDU units the ethnic artstyles mod). I will also try to incorporate BlueMarble as a plugable mod (no idea how / if that works out), but these are the next on my list.

These are the ones I personally want to use. What comes after that is still undecided, maybe some additional units and the first interface changes.

The keymod, InteriMod and BUG mod all move in similar directions as where I want to go, so I will snatch parts of them all (based on what I would like to have in my game, even though I will make things plugable).

If things work the way I want them to, I guess you can consider the current keymod < current InteriMod < future Diversica < future BUG. But it will certainly take some time for me to get there, no idea what avain and doronron have planned.

As we all move in similar directions, I hope we all join forces and make those things we 'disagree over' plugable. In that case BUG will probably end up being the superset of all non-gameplay changing mods and I can stop rolling my own.

Last edited by mamba; Aug 25, 2007 at 11:44 AM.
mamba is offline   Reply With Quote
Old Aug 25, 2007, 11:46 AM   #13
SamBaily
Chieftain
 
Join Date: Aug 2007
Posts: 10
Well I use bluemarble and edu and Ethnic artysles work fine, but i tried keymod and it just went away and used the regular civ4 map type, not sure what makes it use it/not use it. Heads up tho.
SamBaily is offline   Reply With Quote
Old Aug 25, 2007, 11:51 AM   #14
NikNaks
Deity
 
NikNaks's Avatar
 
Join Date: Jul 2006
Location: England
Posts: 2,972
I'm sure I'll be able to make it work.
__________________
My work: Units - Leaderheads - Expanded Natives and Scandinavia Expansion (WIP) for BAT
The BtS Unaltered Gameplay (BUG) Project Forum - BUG 4.4, BAT 3.0.1 and BULL 1.2 Now Out!
NikNaks is offline   Reply With Quote
Old Aug 25, 2007, 11:57 AM   #15
SamBaily
Chieftain
 
Join Date: Aug 2007
Posts: 10
Just did a little looking on this, doesn't look like the Praetorians work right, button doesn't match and when i plop it down it world builder its just a red blotch. Checking others now.
SamBaily is offline   Reply With Quote
Old Aug 25, 2007, 12:21 PM   #16
mamba
Deity
 
Join Date: Aug 2007
Posts: 2,520
Quote:
Originally Posted by karaza View Post
I have done the same thing, but I combined mine with Rabbit, White's EDU mod, plus some of Bakuel's egyptian and african models.
I am not done yet do you have a link to your mod per chance ?

Quote:
This guide was the easiest for me to follow and doesnt require making new civs, just new UnitArtStyleType's and it requires use of Beyond the Sword.
Not sure how this works, basically I do the same thing with one exception, I create a new unit_artstyle for every civilization.

If you add all units to the european artstyle, don't german and english civs use the same units (I am under the impression that they would, as they both use the same artstyle) ?

This of course works for EDU as EDU 'only' offers artstyles for different sets of civilizations (african, asian, middle east, etc.) which are the same artstyles as used by the standard civilizations, but the german and english (and french...) archers all would be the same as all these civs use the euopean artstyle.

If there somehow is a way to have civilization specific units without changing the civ-xml files, let me know
mamba is offline   Reply With Quote
Old Aug 25, 2007, 12:25 PM   #17
mamba
Deity
 
Join Date: Aug 2007
Posts: 2,520
Quote:
Originally Posted by SamBaily View Post
Just did a little looking on this, doesn't look like the Praetorians work right, button doesn't match and when i plop it down it world builder its just a red blotch. Checking others now.
Damn these unique units, will have to check them, they seem to make more trouble than regular ones, I guess that is what makes them unique

EDIT : this should solve the issue

Last edited by mamba; Aug 25, 2007 at 12:56 PM.
mamba is offline   Reply With Quote
Old Aug 26, 2007, 02:52 AM   #18
strategyonly
Caveman2Cosmos Modder
 
strategyonly's Avatar
 
Join Date: Mar 2006
Location: MN
Posts: 17,943
Downloaded your units and the patch, but then i noticed red dots?
Here is one of the errors: Archer_Holland, should be: Archer_Netherlands, all the units there.

Also see attached, i haven't gotten to all of them yet.

Unique_Babylon_Bowman, i believe it should be: Archer_Babylon_Unique
i think all of them are marked this way.

Looking at more: Archer_Byzantine, you have Archer_Byzantium
and most of them are different also.

Archer_Greek file marked: Archer_Greece
__________________
Caveman 2 Cosmos updated 17 Aug, 3:30p.m.
Caveman2Cosmos Forum: Project and Mod Development Forum HERE

Last edited by strategyonly; Feb 05, 2008 at 10:24 AM.
strategyonly is offline   Reply With Quote
Old Aug 26, 2007, 04:42 AM   #19
mamba
Deity
 
Join Date: Aug 2007
Posts: 2,520
Quote:
Originally Posted by strategyonly View Post
Downloaded your units and the patch, but then i noticed red dots?
Here is one of the errors: Archer_Holland, should be: Archer_Netherlands, all the units there.
Please download version 0.12 and the xml of 0.12b (both available at the top), you apparently have a prior version (0.10) and the 0.12b xml, these don't go together as I changed the directory structure / names somewhat.

There shouldn't be any problems with 0.12 and xml 0.12b, there WILL be problems with 0.10 and xml 0.12b, and I guess yours are due to this.
mamba is offline   Reply With Quote
Old Aug 26, 2007, 06:02 AM   #20
strategyonly
Caveman2Cosmos Modder
 
strategyonly's Avatar
 
Join Date: Mar 2006
Location: MN
Posts: 17,943
Quote:
Originally Posted by mamba View Post
Please download version 0.12 and the xml of 0.12b (both available at the top), you apparently have a prior version (0.10) and the 0.12b xml, these don't go together as I changed the directory structure / names somewhat.

There shouldn't be any problems with 0.12 and xml 0.12b, there WILL be problems with 0.10 and xml 0.12b, and I guess yours are due to this.

EDIT: I think i know what it was, you have the BUGFIX on the d/l page as 011, and not 012b!!!

OK looked at some(after fix): Axeman_Byzantium folder is Axeman_Byzantiium

<NIF>Art/Units/Unique/Babylon/Knight_Babylon/Knight.nif</NIF> folder is <NIF>Modules/Custom Civilizations/Babylon/Units/Knight_Babylon/Knight.nif</NIF>


Archer_Holland/ file is: Archer_Netherlands

dont have time to go thru the rest, sorry
__________________
Caveman 2 Cosmos updated 17 Aug, 3:30p.m.
Caveman2Cosmos Forum: Project and Mod Development Forum HERE

Last edited by strategyonly; Aug 26, 2007 at 06:39 AM.
strategyonly is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Graphics Modpacks > [BtS] Diversica

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
[BTS] and [BTS] Larger City Radius and Open Borders Tech Trading Mylon Civ4 - Mod Components 229 Jun 20, 2011 09:31 AM
Diversica for WoC mamba Civ4 - World of Civilization 83 Jul 05, 2009 11:15 AM
Diversica or mod like that for RAND? -Perceval- Rhye's and Fall RAND 13 Oct 30, 2008 05:58 AM
[BtS] Python fix for Sevopedia leaderhead stretching. (v2.3.2 sevo for v3.17 BtS Dearmad Civ4 - Mod Components 0 Aug 23, 2008 07:11 PM
BtS installs affecting non-BtS pitboss games? IglooDude Civ4 - Multiplayer & PBEM 38 Jul 23, 2007 03:25 AM


Advertisement

All times are GMT -6. The time now is 10:27 PM.


Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
This site is copyright Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR