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5-Formations

Discussion in 'Civ4 - Graphics Modpacks' started by anhu, Nov 21, 2005.

  1. gamerk2

    gamerk2 Chieftain

    Joined:
    Dec 5, 2005
    Messages:
    2
    I have been unable to get this patch to work, even after placing the files in the proper directory. I still get only 1 unit displayed...

    I'm using the updated civ4 (1.09) if that matters...
     
  2. Willowmound

    Willowmound Wordbug

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    Sep 10, 2005
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    Afloat
    One? Maybe uncheck 'single unit graphics'... You should normally have three.
     
  3. gamerk2

    gamerk2 Chieftain

    Joined:
    Dec 5, 2005
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    2
    That would do it :).

    Must have checked again after the update. Thanks!
     
  4. Tommy1234567890

    Tommy1234567890 Warlord

    Joined:
    Jul 17, 2005
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    298
    Location:
    Argentina
    so does it work on currently saved games or not???
     
  5. ghen

    ghen Chieftain

    Joined:
    Dec 3, 2005
    Messages:
    70
    I just installed this mod for the first time recently.. I had it laying around for a little while ;)

    I must say the individual fights are much more entertaining now with 5v5 fights and everyone beating on each other at once.. Very nice.
     
  6. Willowmound

    Willowmound Wordbug

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    It does :)
     
  7. AstroCat

    AstroCat Chieftain

    Joined:
    Oct 14, 2005
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    41
    Any chance of an update for 1.52? CIV4UnitInfos.xml has been updated in the last patch.
     
  8. AstroCat

    AstroCat Chieftain

    Joined:
    Oct 14, 2005
    Messages:
    41
    Any chance someone could fix this mod up for 1.52? please... ;)

    Thanks!
     
  9. anhu

    anhu Chieftain

    Joined:
    Nov 21, 2005
    Messages:
    21
    :) Its been fixed up yesterday! Check first post for edit. Hope it suits your needs now!
     
  10. AstroCat

    AstroCat Chieftain

    Joined:
    Oct 14, 2005
    Messages:
    41
    Hey thanks!!! I got real used to your 5 man mod... didn't want to see it die. ;)
     
  11. JorenCombs

    JorenCombs Chieftain

    Joined:
    Dec 6, 2005
    Messages:
    18
    Hey, I was messing with the formation stuff and I found this mod. Cool!

    Two things I'm wondering about the XML file...

    First, that Civ4FormationInfos.xml file is absolutely horrid without newlines or indentation...is there an XML utility that will properly format and indent stuff without expecting me to compile half a dozen source files on a unix shell? Something that would run on Windows or on a website? I couldn't for the life of me find one. I ended up installing a fully-fledged XML editor and making it output the file, but the editor itself is horrid...I prefer text :lol:

    What does the parameter <PositionRadius> do? I heard one explanation that this is the distance from the center of the grid to the unit, but seems like that's what x and y does. It seems more intuitive that this would have something to do with the width of the space taken up by the unit, and this would affect fighting and stuff. Has anyone played with it successfully? :)
     
  12. The Great Apple

    The Great Apple Big Cheese

    Joined:
    Mar 24, 2002
    Messages:
    3,361
    Location:
    Oxford, England
    I've just posted a reformatted Civ4FormationInfos.xml file here (post #5). Doesn't include the extra position for the 5th man....
     
  13. JorenCombs

    JorenCombs Chieftain

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    Dec 6, 2005
    Messages:
    18
    Hey, I wanted to say thanks sooo much for that formatted XML file. I've learned a ton of stuff about this file, and I'll prolly make a post about it soon. I'm working on some kinda "armies" mod :D
     
  14. alerum68

    alerum68 Priest of Hiroshima

    Joined:
    Jan 3, 2004
    Messages:
    2,519
    Location:
    San Francisco, California, United States
    This is a wonderful MOD! I do have a question though. Would it be possible to make it so when the units fortify they all look outward? The two on the top are fine, and the one on the bottom, but the ones on the right and the left would look better if they could be swapped around.
     
  15. AsH2

    AsH2 Prince

    Joined:
    Aug 2, 2002
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    Sweden
    Shouldn't this setting..

    <UnitMeshGroups>
    <iGroupSize>5</iGroupSize>
    <fMaxSpeed>1.75</fMaxSpeed>
    <iMeleeWaveSize>3</iMeleeWaveSize>
    <iRangedWaveSize>0</iRangedWaveSize>
    <UnitMeshGroup>
    <iRequired>3</iRequired>
    <EarlyArtDefineTag>ART_DEF_UNIT_ROME_PRAETORIAN</EarlyArtDefineTag>
    </UnitMeshGroup>

    ..be..

    <UnitMeshGroups>
    <iGroupSize>5</iGroupSize>
    <fMaxSpeed>1.75</fMaxSpeed>
    <iMeleeWaveSize>5</iMeleeWaveSize>
    <iRangedWaveSize>0</iRangedWaveSize>
    <UnitMeshGroup>
    <iRequired>3</iRequired>
    <EarlyArtDefineTag>ART_DEF_UNIT_ROME_PRAETORIAN</EarlyArtDefineTag>
    </UnitMeshGroup>

    ..?

    PS Same issue about a lot units.
    Is there any bad thing to have same <iMeleeWaveSize> (and <iRangedWaveSize>) value as <iGroupSize>?
    Might it be a good idea to sync the <iRequired> value too?
     
  16. seZereth

    seZereth FfH´s art monk(ey)

    Joined:
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    Location:
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    i am doing this for 10 units and 5 cavalry units.

    the wave size is just for animations, so bigger wave size -> shorter battle, because more units fight at the same time (it just looks like a real battle and not like two groups of duellants)

    the requiered number is for mixing different models in one unit ( like in setlers unit)
     
  17. King Jason

    King Jason Fleece-bearer

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    Alright... this is pretty damn cool.
     
  18. AsH2

    AsH2 Prince

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    466
    Location:
    Sweden
  19. Elhoim

    Elhoim Iron Tower Studio Dev

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    I totally agree with this!

    Are you going to post them? That would be great!
     
  20. seZereth

    seZereth FfH´s art monk(ey)

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    Location:
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    Did it for 10 men + 1 Officer in a regiment,
    follow this link and try it out !

    Regiments mod
     

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