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#61 | |
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Chieftain
Join Date: Apr 2010
Posts: 93
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Quote:
It's strange because I've turned it off before with no problem. The only thing I did differently this time was load a saved game that I was using the mod with, after I disabled the mod. |
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#62 |
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Chieftain
Join Date: Oct 2010
Posts: 9
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I really dig this, thanks
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#63 |
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Emperor
Join Date: Sep 2009
Location: Villmanstrand - Lappeenranta
Posts: 1,435
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Please Gedemon, tell me what map settings are being used in that screen shot? Is that just continents with medium sea level? In my games continents just create 2 ugly blobs most of the time... I'm still undecided which settings are best for me and it's torturing me.
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#64 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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I can't remember
![]() maybe it was "small continents", or just "continents", but medium sea level, that's sure. |
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#65 |
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The Errant General
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Where did you manage to find Civ5ArtDefines_UnitMembers.xml and Civ5ArtDefines_Units.xml? They're not present in any folder in \assets\Gameplay\XML.
Did you have to extract them from the FPKs?
__________________
"Don't forget your great guns, which are the most respectable arguments of the rights of kings." - Frederick the Great |
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#66 | |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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Quote:
when I started working on the mod before the SDK was out, I used the files in one of the exemple mods available (tiny death robot I think..) |
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#67 |
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Warlord
Join Date: Sep 2006
Posts: 221
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Hi, I haven't tried your mod yet because I'm avoiding Civ for a while, but you did make me wonder if it is possible to have units have different stats or bonuses based on their formation. So for example, a bunch of musketmen in a square would fight better against horses and worse against musketmen in a line formation.
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#68 |
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Chieftain
Join Date: Sep 2010
Location: paris, france
Posts: 39
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I tried your mod to see if I like the difference with the vanilla. now I have to say I really can't play without your mod anymore ! so all I have to say is great work and thanks Gedemon
or in other words : excellent boulot, merci ! ^^
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#69 | ||
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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Quote:
![]() I wasn't able to do it on civ4 but who knows... Quote:
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#70 |
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Chieftain
Join Date: Jul 2010
Posts: 28
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Congrats on making the Civilization V top 10 mods list on PC Gamer! You deserve it. :-D
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#71 |
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Chieftain
Join Date: May 2010
Posts: 75
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#72 |
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Chieftain
Join Date: Nov 2006
Posts: 86
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This is a really great mod. Especially on Earth maps it makes the world feel a lot larger.
The only complaint I might have at this point is that cows, sheep, deer, and horses really look huge compared to the units now. How hard would it be to scale those down a bit? |
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#73 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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Well, here's a screenshot in game with horse and cow mixed with warrior and horseman...
The warrior head is just above the horse's withers, which look okay to me (withers is at an average 1,60m, so the warriors here are around 1,80m tall, wich is in fact slightly above average I think) ![]() does it look differently ingame for you ? To answer your question, no it won't be difficult to scale theim down, it's in civ5artdefines_landmarks.xml (search for horse, there are multiple lines with/without pasture). But I don't plan to change it, because of my above statement. But you can make a small mod with modbuddy and activate it with R.E.D. (I suppose there are tutorials out there) and just civ5artdefines_landmarks.xml in it (this file isn't modular, you can't use the update mod method on it). The actual scale for horse is 0.08, try 0.07 or 0.06 to see if it's more to your taste
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#74 |
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Chieftain
Join Date: Oct 2010
Location: Helsinki
Posts: 18
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Thank you for a very nice mod. Altho I would appreciate if I could stick with just the time modification
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#75 |
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Chieftain
Join Date: Jan 2008
Location: bowels of the man-cave
Posts: 69
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Great work Gedemon. The rescale looks nice, feels less I'm playing with my 1 year old's toys. The vanilla size is just too big; and this gives a bit more feel of armies against each other, not giant sized flesh transformers beasts, with spears.
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#76 |
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Chieftain
Join Date: Mar 2008
Location: Begging around
Posts: 60
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Isn't there a problem with archers and their huge arrows floating in front of them ?
Maybe you didn't resize the projectiles...
__________________
Last edited by Taneda Santôka; Oct 22, 2010 at 01:58 PM. |
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#77 |
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Chieftain
Join Date: Nov 2006
Posts: 86
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Alright I'm convinced by the cows and the horses.
![]() Although the sheep and the deer still seem a little big to me. I did notice though that there seems to be no scale correction for the Babylonian unique unit, which led to some pretty comical moments when I was reminded just how huge the original vanilla models were. Those Mesopotamians really take their vitamins. |
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#78 | ||
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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Quote:
and I didn't find yet where the arrows position is set. I fear it's in the model itself ![]() I think the archer is not the only unit affected (chariot ? camel ?), but the longbow seems ok, I'll look this way... Quote:
![]() I'll update the mod files with the fix after the next DLC to include the incoming mongol unit, and if possible maybe some civ4 converted or new units graphics... |
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#79 |
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Prince
Join Date: Sep 2010
Posts: 489
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Fantastic mod here, looks great with a ton of AA turned on - can't wait to see the new mongol units downsized
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#80 |
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Moderator
![]() Join Date: Oct 2004
Location: France
Posts: 3,656
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new version with DLC units rescaled !
posted in file database: http://forums.civfanatics.com/downlo...=file&id=15434 please report any bug, especially if you don't have both DLC, I'll post it on the mod hub once it has been tested here, thanx.
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