[BtS][Graphic Mod] Ethnic Artstyles

As far as I know, Ethnic Artstyles is on par with patch 3.13?

Some definitions apparently aren't.

CIV4ArtDefines_Unit.xml
Spoiler :

For the chariot, the correct shadow would be (pre 31.3 already)

<ShadowAttachNode>Chariot_Chariot</ShadowAttachNode>

interestingly, the shadow of the 'national' versions (e.g. chinese, european etc.) still use 'your' / the old shadow.

The chinese archer button was fixed in 3.13 (was longbowman before)

<Button>,Art/Interface/Buttons/Units/Archer.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,1</Button>

The eurasians, european, greco-roman and south-american spearman button was changed in 3.13
<Button>,Art/Interface/Buttons/Units/Spearman.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,4,6</Button>

interestingly the regular one was like that in 3.02 already (you still use the warlords one).


CIV4FormationInfos.xml
Spoiler :

Just one change, in the "BATTLE (1)" formation, the GENERAL entry was updated in 3.13.


I was too lazy to check all changes in CIV4UnitInfos.xml, but the first two did change form 3.0x to 3.13 (explorer and swordsman got <iConscription>1</iConscription> instead of 0). I assume the rest is also correct, so you can use the 3 files Roamty provided, he knows what he is talking about ;)

Since you load in a modular way, I believe you would not need most of these definitions in the first place, so maybe you should experiment with removing them, then you wouldn't need to worry about them changing.

Chances are you actually inherited them from EDU, so you might want to look into the modular version of EDU I made a while ago as it inherits most of the changed definitions (it will need adjustment for the chariot shadows of the chariots included in EDU, all else is simply inherited - time to update it as I include it in my mod I guess).
 
Guess I took too much for granted with EDU. :(
Well, thank you all for clarifying things and providing (hopefully ;) ) correct files. :)
 
Oops, my error. The graphics for the Arabian chariot were not there.
Will upload the fixed version shortly. As an extra, I'll include graphics for an ancient type of spy building instead of the Scotland Yard tower (used from the ancient until the renaissance era) made by Woodelf.

Thanks! (I just checked back here for the first time in a while.)
 
This mod is amazing. I made a backup of the original xml and art folders, and placed this mod on the original assets folder so i can play with the pretty buildings without having to start a new hall of fame.
 
Hi GeoModder, well I finally got BtS and after a couple of games I feel the need to MOD. Just like last time the foundation of my MOD will be Ethnic Artstyles.

I just loaded up youur MOD and tried something out that didnt work in Warlords, but seems to work flawlessly in BtS.
With your MOD you get unique tile sets for city\plot, but when you hit Industrial\Modern age all the tile sets become the same Industrial\Modern buildings (though I did notice you carried alot of them into the Industrial age) What I tried to do in Warlords, unsucessfully, was to have the Renaissance buildings carry into the Ind\Mod age. So in effect you would have a mix of Ind\Ren Mod\Ren buildings, which would give you Ethnic variety right to the end of the game. I just quickly added era_modern to a whole bunch of Ren tile sets, loaded up the game and they mixed in perfectly, when I did this in Warlords it glitched big time.
I think it would be an awsome addition to your MOD, also save me the trouble if you do it, so I can do other things ;)

Just had an idea to expand on this subject. Most ethnic tiles sets only have two sets, and then you have Industrial and Modern. Right now you have 1 set for ancient and classical, 1 set for medivel, renessance and industrial and then they go Modern, for plots and city. I think... AncientEra set1 both city\plot, ClassicalEra set1\plot set1+set2\city, MedievalEra set1+set2\plot set2\city, RenaissanceEra set2\plot set2\city (in the case where there are 3 pre-industrial sets you would add the third in here), IndustrialEra set2or3+industrialset plot\city, ModernEra set2or3\modernset plot\city.
Heh I hope that makes sense, that would give a nice transition between the first four Eras and have a mix of the new and old for the Industrial and Modern Eras so that Civs will still have that unique ethnic look late game.
 
GeoModder please help me :)

i have got a problem... i use your mod and i noticed some problem of graphic. I uploaded screen http://img171.imageshack.us/img171/9417/blados3.jpg
with the bugs - you can see there no builds (its should be). It is blame of mod but how can i repair it? I will be very grateful for helping.
 
If you mean the green squares and rectangles, those are the park graphics that ship with the game. :lol: Even the standard game uses these graphics, so I'm afraid you can't blame my mod. ;)

However, it is possible to have no parks in your cities if you mod the CIV4CityLSystem.xml file. All you need to do is open the file, do a search for 'park' and delete the whole paragraph whenever you find this word between the <Artref Name...> --> </Artref> tags. There's about 10 of those 'park' entries in the file, for the renaissance and the modern era.
 
Hi GeoModder, well I finally got BtS and after a couple of games I feel the need to MOD. Just like last time the foundation of my MOD will be Ethnic Artstyles.

I'm sorry, but I don't feel the need to support the Warlords part of this mod anymore. Compared to BtS it's too troublesome to try get more then 2 citysets linked to the same graphical era in Warlords. All experiments I tried learned me it is even impossible without having graphic glitches (the texture files mix up for one reason or another, something hardcoded in the SDK as far as I know). The culprit is this tag:

<Attribute Class="Scalar">iBatchGroup:0</Attribute>

If you want a second (later era) cityset to appear, those need to have the '1' value instead of the '0' value. I can't remember if I ever tried to use other values except '0' and '1'. As long as these values don't mean ON/OFF for the SDK, and the range allowed is longer then 2 values, you could try to give for instance ren buildings the 0 value, ind buildings the 1 value and modern buildings the 2 value. If this doesn't work, it's hopeless...
 
I thinK i unfortunately messed something up when installing this mod ^^;

I used the 3 patched XML's, added them in the mod and installed it.

At first I made the mistake of installing this mod next to the EDU modular mod when ... after all it already says it's included. My bad ^^

I removed the EDU folder which, I believe, is the only part I installed from that mod.


But now I keep getting errors when I load the mod + when I load into a map.

File: d:\project\world of civilization\sdk local\sdk bts v3.03\cvxmlloadutilityset.cpp
Line: 1386
Expression: bSuccess
Message:


Assert Failed

File: d:\project\world of civilization\sdk local\sdk bts v3.03\cvglobals.cpp
Line: 3912
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: type ARTSTYLE_WEST_EUROPEAN not found

I get that last line about 10 times, then it stops and the game loads further.

Everything from that point on seems to work fine but I have not really had the curious to go deep into a game yet only to perhaps discover it may be broken.

Anyone have any idea what went wrong here?


Edit: Ow I should add my attempt was to just toss it in with the World of Civilization Mod, which I hoped would be fine since it didn't overwrite anything. I'm such a dunce when it comes to this stuff sometimes :hammer:

Edit2: Also, I *am* on the 3.13 Patch, albeit the unofficial one.
 
@pheace

Since I do know nothing about the WoC mod, I don't know if EDC is compatible or not with it. Best thing to do is look in the file structure (and the modules folder) and see if there are similar files. And I mean similar as in after the "Civ4" part of a filename, not with the random startname any modder can give to his/her files in the modules folder.
 
Er, are you using the latest version of the WoC? If not, update, but even if you are it's not recommended to do that.



Yeah I was afraid of that ^^

I was having some luck tossing in random mods here or there so I was hoping for the same here ^^

I'm continuing to drudge through trying to find something that might be off here as I would really like this mod to work because it looks great.

Tried a civ4* search in my WoC Mod folder... not a good plan :D

Anyway, thanks both for the fast replies :goodjob:


More Edit: Just as an update to let you know. I tested the mod seperately and naturally it all worked perfectly fine so unfortunately for me it seems to be a compatibility issue between this mod and WoC.
On a good note, i did manage to install EDU seperately into WoC without any problems whatsoever ^^ Now If I can just figure out how to let my Japanese Warrior = Warrior Monk I'll be satisfied since that's the only reason I started looking into this :D
(Though by now admittedly I'm in love with all the nice Japanese unit sets on the forum :S
 
Hi Geomodder,

I would inform you that next TAM mod release will use your Cities folder arts.
Althought TAM covers historic periods not covered in BTS, I selected the best suitable buildings to fit Stone Age (5500-3000 BC) in the Mediterranean area.

Thanks for your graphic work :goodjob:
 
No need to thank me. The graphic work isn't mine. I only linked available graphics in xml. ;)
 
Well, also thanks from the CIV Gold team for doing the dreaded CIV4CityLSystem.xml and CIV4CityLSystem.xml :)
 
Yes, I gladly accept thanks for working on those files. :D
Now the wait is on the upcoming patch to see what else can be worked on.
 
You know, there's a README file included in the mod with a "thanks" section to the artists. ;)
 
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