[BtS][Graphic Mod] Ethnic Artstyles

Well... for the mosque of Djenné (African palace) I gladly refer to the University of Sankore texture(s). :)
 
You did a wonderful job with this! I'm currently checking in artstyles for my mod and this is a great help.:)

Some notes:
Souteastasia seems to have wrong and doubleentries in 2x1 and 3x1 nodes. Some 3x1 are below a 2x1 node i.e.
In general you should doublecheck if all artstyles have entries for all eras for all different nodes(India is missing 2x2 for Medieval era i.e. I used souteastasia as a filler). That keeps the logfile from growing. Firaxis uses all era entries to get around this which you had to delete of course.
 
You did a wonderful job with this! I'm currently checking in artstyles for my mod and this is a great help.:)

Thanks!

Some notes:
Souteastasia seems to have wrong and doubleentries in 2x1 and 3x1 nodes. Some 3x1 are below a 2x1 node i.e.
In general you should doublecheck if all artstyles have entries for all eras for all different nodes(India is missing 2x2 for Medieval era i.e. I used souteastasia as a filler). That keeps the logfile from growing. Firaxis uses all era entries to get around this which you had to delete of course.

Actually, on south_east_asia the seemingly wrong entries were deliberate because some citybuildings were too big for their node and cluttered nearby citybuildings all the time. I switched those with entries which citybuildings are a bit smaller so wouldn't cause this problem all the time.

Thanks for noting the India missing entry. I recommend including the entry in the spoiler instead of your current fix. Btw, what's this log you're talking about and how/where can I see it?

Spoiler :
<!-- INDIAN MEDIEVAL -->
<ArtRef Name="generic:med_egyptian.nif::2x2x2_01">
<Attribute Class="Era">ERA_MEDIEVAL</Attribute>
<Attribute Class="ArtStyle">ARTSTYLE_INDIAN</Attribute>
<Attribute Class="Scalar">iBatchGroup:0</Attribute>
<Scale>0.9</Scale>
</ArtRef>
 
Uploaded version 1.01.
Added the spoiler entry in the previous post in Civ4CityLSystem.xml, and the download is now in module format.
 
Thanks!



Actually, on south_east_asia the seemingly wrong entries were deliberate because some citybuildings were too big for their node and cluttered nearby citybuildings all the time. I switched those with entries which citybuildings are a bit smaller so wouldn't cause this problem all the time.
Oh good idea.

The loggingsystem is to be enabled in the civ4 ini file. Check TGA's python tutorial for the exact settings. Very useful.;)
 
Does that mean any mod can have ethnic cities now?

Of course, but that was already possible. ;)
The Civ4CityLSystem, Civ4PlotLSystem and GlobalDefines files are still off-limits for modules due to their direct links with the graphics engine of Civ4.
 
Will this run as a non module without modification or must I re-merge the module files back into where they belong.

The reason I ask, Is I am doing heavy modifications to the formation system for my mod, and well theres no easy way to allow people to mod in there own units.
 
Will this run as a non module without modification or must I re-merge the module files back into where they belong.

The reason I ask, Is I am doing heavy modifications to the formation system for my mod, and well theres no easy way to allow people to mod in there own units.

I'm sorry, I think I don't understand the question.
But if you're working with formations.xml, this file doesn't come from me but from the EDU-mod which I merged with mine. You can easily replace the unit-xml with your own and still have ethnic buildings. You'll lose the ethnic units tho.
 
No no not what I mean at all.

You now use modular file structure is the mod compatible if you do not use modular loading... Ignore the other stuff.... Thats just my reason I can't use modular loading at the moment.

The question to you was will the mod work in non modular load cases.
 
Depends on when you downloaded it. Up to 2-3 days ago the mod was non-modular. On my latest upload I used the modular version.

But the modular version will have a few files not loaded, so some citystyles will be missing and no ethnic palaces.
 
Ok I'm so confused. How would i convert this to non modular format
 
Depends on when you downloaded it. Up to 2-3 days ago the mod was non-modular. On my latest upload I used the modular version.

But the modular version will have a few files not loaded, so some citystyles will be missing and no ethnic palaces.

What citystyles are missing? I haven't opened this, yet, but I did replace the previous BtS version with the modular one.
 
Ok I'm so confused. How would i convert this to non modular format

By putting an original copy of xml-files based on the modular files (you can find them by their name) to the appropriate folder in my mod, and overwriting the xml entries in the modular files in them. Do a simple search to find you where exactly they're put in the xml files.

What citystyles are missing? I haven't opened this, yet, but I did replace the previous BtS version with the modular one.

No citystyles are missing as long as you enabled the allow modules tag in your BtS config (.ini) file. It's as simple as changing a '0' to a '1'.
But you'll miss all the ones I added over the 5 artstyles Firaxis coded in.
 
So to clarifiy:
It now works as a module, assuming you put it in the correct location and enable module loading by opening _Civ4Config and replacing
Code:
; Modular XML Loading
ModularLoading = 0
to
Code:
; Modular XML Loading
ModularLoading = 1

However, because Modular loading remains horribly limited, only those ethnic groups already defined in BtS will be used:
European, Greco-Roman, Middle-Eastern, Asian and South American
These will have new units and new city styling?
The new ones, added by Geo, will not be available until modular loading is fixed to work correctly across the board(, and there's no guarantee that will happen, given that it's probably not trivial in some cases). This means that more Civs share the same look.

Is that correct?

Edit: Argh! Forget it modular loading isn't nearly as helpful as I hoped it would be. I hoped that it would allow an end-user to easily dump modular mods in a certain folder and Civ effectively concat them into the game.

Edit2: See http://forums.civfanatics.com/showthread.php?t=218645 for what I probably meant, maybe. You say that this is now in modular format, but just looking through the filestructure, shouldn't there be prefixs and stuff? Or am I being stupid?
 
Zetetic, your post is horribly confusing for most people and I suggest you simply edit it out.

A correct resume:
- when ModularLoading = 1 in the config file, modules will be loaded when correctly named and put in a module folder.
- Modders can put modular files from other mods in their own mod when they rename the module files properly.
- In cases where there already is a similar file, the content of one file can easily copied into the other, barring duplicate entries.

As on your assumption that the new artstyles I added won't work in module format, that's plain wrong for the simple reason that the artstyle file
CAN NOT be put in module format. A modder thus HAS to use it if he wants to put my mod in his mod.
 
I just (well, recently, it doesn't matter. I rant too much, don't I? I really should stop now.) saw danrell's amazing units, and I was wondering if you could add them in in a modular fashion, all of the civ-unique units that is :)
 
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