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Old Dec 15, 2011, 04:00 PM   #1
Nutty
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Civ5 Ethnic Diversity (with R.E.D. Semi-Official)


This mod is deprecated. Use the updated R.E.D. Modpack instead.

However, if you're looking for alternate scaling options:


Just Ethnic Diversity for R.E.D. Modpack is an unofficial modmod
that reverts R.E.D. Modpack (v 24) to vanilla scale: DOWNLOAD HERE
[or Subscribe on Steam]

Also, the Single Unit Graphics beta has been posted, and is optionally compatible with R.E.D. Modpack.



What follows is for posterity:

Ethnic Diversity for Civilization V
v12.03 stable
by Nutty
(Made with R.E.D. technology)

Adds lots of new unit models for diversity, with 3 different scaling options. Gameplay is not changed in any way.


Quote:
Originally Posted by Gedemon View Post
Regiment and Ethnic Diversity for Civilization V
...
The mod is a constant Work In Progress, the goal is to have ethnic units for each civilizations, but to keep the civ style.
In December 2011, Gedemon hadn't been around in a while, and I was getting antsy for new updates to his R.E.D. modpack so I could then update my Single Unit Graphics mod to include all the great new units released by danrell and bernie14 since the last R.E.D. update.

So I decided to carry on his mission... (and Gedemon has since endorsed this as the official continuation of his mod for now)

...redacted...

Additional recommended mods for use with ED:
If you're having problems, and you're new to mods, here's a nice checklist for troubleshooting CiV mods generally.

Note: Just as with Gedemon's pack, you're free to use any part of Ethnic Diversity in your own mods, just remember to give Gedemon mad props (i.e., lots of credit) with second billing to me (Nutty) for some minor contributions.
Attached Files
File Type: civ5mod R.E.D. - Just Ethnic Diversity (v 26) BETA.civ5mod (11.9 KB, 3 views)

Last edited by Nutty; May 16, 2013 at 03:39 AM.
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Old Dec 15, 2011, 04:00 PM   #2
Nutty
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Polls #1 and #2

POLL #1 REMOVED.

Which options do you use with Ethnic Diversity?

Please leave a short comment on the poll website if "I tried it, but I didn't like it" applies to you.
Thanks!

Results as of 24 June 2012:
87 voters
Spoiler for Results:
Which options do you use with Ethnic Diversity?votes%
default scaling: 21
24.1 % ==
Single Unit Graphics: 13
14.9 % =
R.E.D. Unofficial: 59
67.8 % =======
Optional Units: 24
27.6 % ===
None of the above (I tried it, but I didn't like it.): 2
_2.3 %



POLL #2 REMOVED.

How should Civs share ethnic units (especially during WWII)?
Spoiler for POLL #2:
OK, I'm going to be releasing the new beta soon, but...

I'm still trying to decide how to deal with units as applied to the new civs from Gods + Kings. I have created a poll in case you (yes, you!) want a say.

For example: I'm currently using Swedish units for Denmark (since Firaxis had conflated the Scandinavians already). Now that Sweden is going in to G+K, I need to decide what to do with Denmark. Obviously, it's not likely we'll be getting any WWII units for them. Since they were occupied by Germany early in the war, and there were many Nazi collaborationists, should they share German WWII-era units? Or continue to share units with their Swedish neighbors (who were busy trying to remain neutral, but helped train Danish resistance)? Or... should they just go back to using vanilla units?

As for the other G+K civs, I'm thinking the Huns should get the modern Hungary units for geographical reasons even if the ethnic ones are suspect. I've already mentioned the issues with the Celts and Byzantium, but Sweden and the Netherlands are pretty much covered, at least.

Similar issues abound. I could potentially do lots of sharing based on who was invading/colonizing whom.

Anyway, let me know what ya'll think. Feel free to leave blanks: the default is to use vanilla units.

Please post comments on the poll website so I don't clutter up this thread too much with this discussion.
Thanks!


POLL #2 REMOVED.

How should Civs share ethnic units (especially during WWII)?

EDIT: Oops! Forgot to put Austria in the poll. If Austria sharing with Germany doesn't fit with your "Generally" vote, leave a comment on the poll website.


Results as of 24 June 2012:
21 voters
Spoiler for Results:
How should Civs share ethnic units (especially during WWII)?votes%
1. Generally, ethnic units should be shared where they fit: 14
66.7 % =======
2. Generally, ethnic units should be limited to one Civ: 2
_9.5 % =
1. Huns should use Hungary - subsumed, geographical: 12
57.1 % ======
2. Huns should share with Mongolia (nothing to share) - subsumed, ethnic: 4
19.0 % ==
1. Byzantium shares with Greece - subsumed, cultural: 12
57.1 % ======
2. Byzantium shares with Rome - subsumed, historical: 11
52.4 % =====
3. Byzantium should share with Ottomans (nothing to share) - subsumed, geographical: 1
_4.8 %
1. Celts (as Ireland, Scotland, and Wales) share with England - subsumed, cultural: 15
71.4 % =======
2. Celts (as Gaul) share with France - subsumed, geographic: 4
19.0 % ==
1. Denmark shares with Germany - occupied, collaboration: 3
14.3 % =
2. Denmark shares with Sweden - occupied, resistance: 12
57.1 % ======
- Polynesia (as Hawaii) and Iroquois share with America - subsumed, natives: 9
42.9 % ====
- Aztec and Maya (as Central America) and Inca (as South America) share with America - allies: 4
19.0 % ==
- Spain shares with Germany - ally (Blue division), divided in midst of civil war: 4
19.0 % ==
- Siam (as Thailand) shares with Japan - nominal ally: 5
23.8 % ==
- Korea shares with Japan - annexed: 10
47.6 % =====
- Mongolia shares with Russia - puppet: 8
38.1 % ====
- Babylon (as Iraq) and India share with England - puppets, but played both sides: 6
28.6 % ===
- Songhai (as Mali) and Carthage (as Tunisia) share with France - colonies: 7
33.3 % ===
- Ethiopia shares with Rome (Italy) - colony, though liberated early on: 2
_9.5 % =

Last edited by Nutty; Oct 11, 2012 at 09:36 PM. Reason: Updated results
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Old Dec 16, 2011, 12:40 PM   #3
PAVLOS_GR300
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very nice.
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Old Dec 17, 2011, 10:07 AM   #4
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Compatible with VEM?
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Old Dec 17, 2011, 12:52 PM   #5
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Quote:
Originally Posted by black213 View Post
Compatible with VEM?
Yes, with VEM, but there is a small conflict with CiVUP. As long as Ethnic Diversity is loaded afterwards, it's fine (any unit mod has the same issue) [EDIT 4/23/2012: Newer builds of CiVUP no longer conflict, though VEM still must be loaded before ED. You can try updating the modinfo files with the ones attached to the end of the first post to ensure the proper loading order is achieved.]

Note, however, that the Single Unit Graphics add-on will conflict with CiVUP FlagPromotions in this beta release, but the full release will not [EDIT: fixed in beta 2]. I want to release another mod that will get the unit icons out of the way of units' heads, but I plan to make it modular and release it separately as a recommended addition to SUG, and I'll make sure it meshes with CiVUP FP.

EDIT: OK, I made the simplistic solution in this first build of EDSUG modular. See below:
Quote:
Originally Posted by Nutty View Post
If you want to disable unit icons (note that they can be re-enabled ingame through the map options menu), download the mod here: Simple Unit Icon Disabler.
(Simple Unit Icon Disabler is NOT compatible with CiVUP FlagPromotions, but if you're using it, you already have this functionality built-in, but disabled by default).

Last edited by Nutty; Jun 01, 2012 at 02:38 PM. Reason: Updating info
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Old Dec 20, 2011, 01:08 PM   #6
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Great. I've been waiting for R.E.D. to be updated. Thanks =D. Gedemon, apparently, had a lot of new content ready for the next release, but was instead working on his WWII Europe scenario.

I hope all goes well =)
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Old Dec 20, 2011, 01:26 PM   #7
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This is the first RED version I've downloaded, looking foward to trying it out. Cheers for doing this mate, good job.
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Old Dec 21, 2011, 08:31 AM   #8
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Hey all! First of all, let me say that this is excellent, I liked the original R.E.D. and to carry it onwards is just great. How does it interact with unit mods (for example, the Marine mod or the Balanced Sniper mod) and with mods of civilizations whose unique units have custom art (Scotland and its Highlander, for example)?
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Old Dec 21, 2011, 09:41 AM   #9
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Thanks, folks! I appreciate it.

Quote:
Originally Posted by maykay View Post
How does it interact with unit mods (for example, the Marine mod or the Balanced Sniper mod) and with mods of civilizations whose unique units have custom art (Scotland and its Highlander, for example)?
See the readme.txt above (and the pertinent section below).

Quote:
Originally Posted by Nutty View Post
-- Compatibility --

R.E.D. includes arts defines for units from some mods (Balanced Sniper Mod, City-State Diplomacy Mod, City States UU, Civ Scotland, Dutch Civilization, Dutch Republic, Explorer, History in the Making II/Hitm2, NiGHTS of Civilization, Polish Empire, Queen of the Iceni, Total Mod, and Ynaemp Dynamic History).
To use those mods with this one, make sure that you've installed and activated R.E.D after all other mods.
Alternatively you can search Civ5ArtDefines_UnitMembers.xml and Civ5ArtDefines_Units.xml in your mod folder and keep only the R.E.D. versions of those files.

Includes scaling for DLC's : Babylon, Mongolia, Spain, Inca, Polynesia, and Denmark (Korea is still pending) and Korea.

If units disappear or become spearman, try deleting the cache folder (..\My Documents\My Games\Sid Meier's Civilization 5\cache\), and re-enable all your mods, but check R.E.D. LAST.

Last edited by Nutty; May 20, 2012 at 05:17 PM.
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Old Dec 21, 2011, 10:45 AM   #10
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Hm. I've been investigating the compatibility claims to see if newer versions add additional units. Most should be good, but in particular Total Mod compatibility hasn't been updated in a while. It looks like blazekid87 is now including quite a few units.

It'd be nice if we could come up with a standard naming convention between R.E.D. and the other mods that include ethnic units (e.g., Hulfgar's Modpack and Total Mod). And while we're at it, we could keep the shared art between them modular as much as possible, to prevent having to download the same units several times over.

EDIT: I'll include compatibility for (Kingdom of)/KongoCiv (v 3) and Putmalk's Ancient World (v 6) in the next release. Easy enough, as they each add one unit.

Last edited by Nutty; Dec 21, 2011 at 11:32 AM.
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Old Dec 22, 2011, 07:08 AM   #11
maykay
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Thanks, Nutty! I'm gonna try a game with quite a few mods active, see what goes down.
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Old Dec 22, 2011, 12:33 PM   #12
PAVLOS_GR300
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i think the greek knight should be replaced by the cataprach
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Old Dec 22, 2011, 01:01 PM   #13
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I dont understant what you mean with only works with loaded AFTER
You mean load a mod save and load the other mod?

If I want to play a game with :

VEM(en offical patch)
RED
add ons:
- Just Ethnic Diversity : unit scale reverted to match vanilla Civilization V
- Optional Units

How do i do this

thanxs in advance
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Old Dec 22, 2011, 04:44 PM   #14
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Quote:
Originally Posted by apocalypse105 View Post
I dont understant what you mean with only works with loaded AFTER
You mean load a mod save and load the other mod?
I just mean which order you check the circles to the right of the mods. If there is a conflict, the last one checked wins.

EDIT: Try the new .modinfos to alleviate some of these difficulties.

Like I mentioned, CiVUP conflicts, so you just need to make sure one of the Ethnic Diversity mods is checked after CiVUP VEM is checked. All of the ED mods support all the units, so the scale will be determined by the last one. So, if you want vanilla sizing or single units, that would be after all other mods that affect unit art. If you want R.E.D. sizing, you make sure the base ED or ED Optional Units (if you're using it) is last.

In your case, use any order you like as long as Just Ethnic Diversity is last. [EDIT: Note that the vanilla scale of EDJED is default as of v12 stable.]

However, take note. This is in the readme, but let me try to be clearer:

Some of the default units have been changed in the Optional Units pack so Civs without an ethnic unit match the time period of their ethnic counterparts. If you want optional units and changed scale, you can activate one of the scaling mods afterwards, and the optional units will be added in, but those defaults will not be changed as they would if optional units was activated last.

I can post a EDJED and EDSUG for Optional Units if there's interest, but that will mean I have to maintain 7, rather than 5, sets of XML files (though the differences in this case are minimal). EDIT: Included in v12 stable.

I keep the optional units in a separate pack so I can stay true to Gedemon's philosophy, as I understand it, with R.E.D.

Anyway, if you want some of the optional units, but don't like an optional unit type (and I'm not sure I like them all), just delete the Optional\Units\newunits_<type>.sql file from the Optional Units mod. For instance, Missile Cruisers are way off; I put danrell's WWII cruisers in that category without thinking about it. After realizing my mistake, rather than throwing that work away, I threw them in with the Optional Units pack.

Last edited by Nutty; Jun 01, 2012 at 02:36 PM. Reason: clarity
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Old Dec 22, 2011, 05:44 PM   #15
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Quote:
Originally Posted by PAVLOS_GR300 View Post
i think the greek knight should be replaced by the cataprach
A cataphract? I'm no good at blender, so I only do reskins, and you can't really make a cataphract with a crusader helm.
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Old Dec 22, 2011, 08:48 PM   #16
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Hey Nutty. Just wanted to tell you that I played a quick game with REDUO and a crapload of other mods activated (REDUO activated 2nd to last, REDUO-Optional Units activated last). The mods that had Civ5ArtDefines_UnitMembers.xml and Civ5ArtDefines_Units.xml were Civ Scotland, Balanced Sniper mod and Unit Marine with NEW Graphics mod; these XML files I backed-up and deleted. I only have 2 problems to report (which to me is good news, give the number of mods I'm using simultaneously):

1- Skirmisher/Sniper/Modern Sniper units are spearmen (although other added units, like the Marine and Scotland's Highlander are 100% fine);
2- When I use a Sniper to 'bombard' and enemy unit, there's no animation nor sound; the enemy just loses health, and the floating red number appears (-3 or whatever the damage happens to be).

Problem 1 clearly seems like a conflict somewhere, but I can't understand where; problem 2, however, is weird. Could that be a known issue (or indeed feature!) of Balanced Sniper mod?
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Old Dec 23, 2011, 05:37 AM   #17
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Does this work with CiVUP+VEM and NiGHTS? (The two seperate packs, obviously)

I got a few crashes when using the old (not this one) R.E.D. with NiGHTS
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Old Dec 23, 2011, 03:19 PM   #18
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Quote:
Originally Posted by Morpheas View Post
Does this work with CiVUP+VEM and NiGHTS? (The two seperate packs, obviously)

I got a few crashes when using the old (not this one) R.E.D. with NiGHTS
R.E.D. wasn't made compatible with NiGHTS, but glancing at it, it can be done pretty easily (I'm not sure what I'd do for SUG tho with those added units, since they're just using 2 vanilla units together). Once that's done, just as before, you'll need to have Ethnic Diversity or one of its add-ons after CiVUP and NiGHTS.


Quote:
Originally Posted by maykay View Post
1- Skirmisher/Sniper/Modern Sniper units are spearmen (although other added units, like the Marine and Scotland's Highlander are 100% fine);
2- When I use a Sniper to 'bombard' and enemy unit, there's no animation nor sound; the enemy just loses health, and the floating red number appears (-3 or whatever the damage happens to be).
As far as Balanced Sniper v3 [at least as to issue #1], that's similarly no biggie. I'm not sure what's going on with issue #2, but I don't think that's caused by R.E.D.

Last edited by Nutty; Feb 02, 2012 at 03:07 PM.
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Old Dec 23, 2011, 06:49 PM   #19
maykay
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Thanks for the reply, Nutty. How is #1 no biggie? They're spearmen :P I already deleted the two XML files in the Sniper mod folder, and I activated the Sniper mod first, then R.E.D., then Optional units...but they're spearmen. How would you have me solve it?

As for #2, I'll re-download the mod, and we'll see what happens. Thanks.
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Old Dec 24, 2011, 09:11 AM   #20
PAVLOS_GR300
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about the cataprach there may be alreay maken unit because of the many byzantian empire civs
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