5-Formations

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...
 
so does it work on currently saved games or not???
 
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.
 
Any chance of an update for 1.52? CIV4UnitInfos.xml has been updated in the last patch.
 
:) Its been fixed up yesterday! Check first post for edit. Hope it suits your needs now!
 
anhu said:
:) Its been fixed up yesterday! Check first post for edit. Hope it suits your needs now!

Hey thanks!!! I got real used to your 5 man mod... didn't want to see it die. ;)
 
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? :)
 
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
 
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.
 
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?
 
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)
 
Alright... this is pretty damn cool.
 
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.

I totally agree with this!

i am doing this for 10 units and 5 cavalry units.

Are you going to post them? That would be great!
 
Did it for 10 men + 1 Officer in a regiment,
follow this link and try it out !

Regiments mod
 
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