[BTS] Regiments & Ethnic Diversity

Gedemon

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Regiments & Ethnic Diversity
for Beyond the Sword
v1.20​


-- Update Sept 06, 2007 --

+ Added Dreadnought class (and civ's specific dreadnought)
+ Added graphical era change for units (european civs only atm)
+ Updated Avain (1.3) and Geomodder's (1.04) mods
+ Added units (including some of the newest sets)

Download : R.E.D v1.20 full installation

Mechanized (click for full size)


-- Presentation --

A conversion of seZereth's and porge's Regiments Mod with addition of Ethnic diversity.

Spoiler some screenshots of formations :

- Line with officer


- Archer line with officer


- Organised fortify


- Horde & Horde fortify


- Open


- Square


- Wedge combat


- Spike fortify


- Fleet


- Fleet combat

Fleet (click for full size)

-- Mods included --

Keymod 1.30 by Avain
+ White Rabbit's EDU 3.0
+ GeoModder's Ethnic Artstyle 1.04
+ more and more Ethnic units
+ graphical era change for units (currently for european civs only)

Regiments by Gedemon
+ Formations
-- 8,10, and 10+1 formations including fortify & battle
+ Multi-figure units
+ Major re-scale of units
+ Fleet
-- formations & scale, including 2vs2 attacks
-- submarine / attack submarine switched
-- destroyer does not upgrade to stealth destroyer
-- new dreadnoughts unit class

Air Forces by Gedemon, inspired by TheLopez
+ New air type :
-- Light Bomber
-- Early Jet
-- Strike Fighter
-- Attack Aircraft
-- Strategic Bomber
-- Stealth Fighter
+ New air units
-- more than 60 planes from various artists
+ New air promotions

Two giant earth maps are included :
+ Gengis Kai's Giant Earth with 28 civs
+ Pantastic's Huge Earth with 26 civs

Solver's Patch & 36 civs SDK

Multi-figure units (click for full size)

-- Installation --

finish your current game, old save won't load with v1.20

delete previous folder of the mod before installing the new version.

download from File DB | Mirror at Filefront

use 7zip to extract the archive in your "Civilization 4\Beyond the Sword\Mods\" folder, you should then have a "Civilization 4\Beyond the Sword\Mods\Regiments and Ethnic Diversity" folder

launch game, go to "advanced", "load a mod" and select "Regiments and Ethnic Diversity".

modular XML loading must be activated in the INI file
Spoiler How to activate modular loading, by purplexus :
By default the game will not go looking for your new modules. We will have to go into the CivilizationIV.ini File to tell it to start looking for these Modules. (*** NOTE THIS ONLY HAS TO BE DONE ONCE)
To locate your CivilizationIV.ini file, Locate your MY DOCUMENTS folder (*** NOTE THIS IS A REGULAR WINDOWS FOLDER NOT A CIVILIZATION FOLDER***)
Inside this folder should be another folder called MY GAMES
And Inside this folder will be the BEYOND THE SWORD folder
Double click on the File CivilizationIV.ini (beginners you may experiment with this file. If you wreck something in here It will recreate itself every time you start your game). HIT <CTRL-F> and type this in

Modular XML Loading

it should take you to this line of the file if not&#8230;. This is the line which you must find within this file

Now right below this Line should be a line that appears like this

ModularLoading = 0

Or like this

ModularLoading = 1

If yours has a 0 in the line: MODULAR LOADING IS NOT ON change the 0 to a 1 so that it looks like the second example.

Upon completing that task save the file and close it.
Stealth Fighter (click for full size)


---- credits & thanx ----

Avain, Bakuel, bernie14, Danrell, Elhoim, Firaxis, GeoModder, Porges, Rabbit White, seZereth, snafusmith, Teg_Navanis, TheLopez and all units/mods/models makers of civfanatics.

And thanx to the TR team, WW2 team and Modern Warfare team for their great mods !

Air Forces (click for full size)


--- What's next ---

- adding WR's african elephants (big ears :) )
- create specific sets for other south am civs (only Aztec is started atm)
- rescale mounted units


--- Version History ---

- Sep 06, 2007 - v1.20 - added dreadnought, mods updated, added new units
- Aug 28, 2007 - v1.12 - patch to correct a crash caused by spanish horseman
- Aug 28, 2007 - v1.11 - patch to correct a bug with byzantine chariot
- Aug 27, 2007 - v1.10 - adding mechanized ethnic units
- Aug 26, 2007 - v1.01 - patch to prevent crash in World Builder
- Aug 26, 2007 - v1.00 - merging Air Forces, completing formations, fleet
- Aug 17, 2007 - v0.10 - formation beta testing
 
Awesome, Gedemon...

One thing about modularity when I talked to impaler about a truly modular regiment code we discussed doing a c++ override of the default formation XML so that we could in face have plug and play modularity into any units. You may want to check into that.
 
pffiou, it took a lot more time than I thought to finish the next module. :eek:

I will add it for next release, and those interested by air units may should have a look here to see what's to come ;)

After that, next step will be for fleet I think... then mounted and mech formations... and finally fill the gaps with more units :D
 
How close are you to the next release?
 
Maybe this week-end, if everything goes smoothly. :)
 
sounds great, dont forget to check out some of danrells units :)
 
his units are a must have, of course ;)

there are already some included by Avain, up to the byzantine set I think.

they may look sometimes too medieval for some of theim, but it's in fact something I'm pleased with : I've introduced visual change by era in my last version for warlord, allready thanx to his units, and I will do the same here. :D

Priority is to finish the formation part, I hope I'll add multi-figure units for next release. But I'm currently testing the air forces module, it seems there are still some fix to do to the new promotions, so I'll see that first.
 
V1.00 is out !

first post updated :D
 
Alright, this is what we where waiting for!!!!! WEE!!!!!

Now I just need to figure out how to pull the zero and the spitfire out (as I use them as unique units)
 
Download link for the main mod is missing but the patch is on there?
 
ouuuuuuuuups :blush:

[URL="http://forums.civfanatics.com/downloads.php?do=file&id=6721]here[/URL]

first post updated with link.

@Ket : just edit the EDU_English_CIV4UnitArtStyleTypeInfos.xml and EDU_Japanese_CIV4UnitArtStyleTypeInfos.xml, that should be enough to remove theim. The asian civ use another (green) version of the zero.

For future merge be warned that I'm not using the same naming as Avain, and I moved all ethnic units reference (settler from Ethnic Graphics by Geomodder for example) to the ethnic units "module". I've also changed the civ reference to be the same as defaut BtS adjective (ie : USA -> american), it makes thing easier for me to merge Air Forces, and to add modern ethnic units (next release ;) )
 
@Ket : just edit the EDU_English_CIV4UnitArtStyleTypeInfos.xml and EDU_Japanese_CIV4UnitArtStyleTypeInfos.xml, that should be enough to remove theim. The asian civ use another (green) version of the zero.

For future merge be warned that I'm not using the same naming as Avain, and I moved all ethnic units reference (settler from Ethnic Graphics by Geomodder for example) to the ethnic units "module". I've also changed the civ reference to be the same as defaut BtS adjective (ie : USA -> american), it makes thing easier for me to merge Air Forces, and to add modern ethnic units (next release ;) )[/quote]


Ok gotcha.... right now I haven't started to merge units in other than the second UU... Currently for version 2.0.2.3 of my mod I have them just sitting in the same category as the airships.... and they sit as units separate from the Air Forces Units..

I have plans to expand out the units a bit though so thats gonna be a . .. .. .. .. .... I think, Im not sold on this whole modular thing. Yes I noticed the changes on the BTS adjective as I had to edit out the ethnic units module for civsettings to get the new UU in.
 
And I'll post a small update tonight with ethnic modern units (tank, mech inf, gunship and modern armor) ;)
 
Very-very-very nice!

One question about multi figured tanks: when they fight and become damaged, is it still so that there's no control over which figure will remain "standing"? (I personally hate when they take out the modern armor and an infantry remains to represent the tank... )

Thanks for the great work!!!:goodjob:
 
Very-very-very nice!

One question about multi figured tanks: when they fight and become damaged, is it still so that there's no control over which figure will remain "standing"? (I personally hate when they take out the modern armor and an infantry remains to represent the tank... )

Thanks for the great work!!!:goodjob:

yeah, I would be pleased to have this control :)

Wasn't in my SDK abilities last time I've looked at this for the warlord version of the mod...

here's a nice update : Regiments & Ethnic Diversity V1.10



23 mechanized ethnic units added :D


Credits goes to Snafusmith for allmost all units, but also asioasioasio, nautil, sharick, ArdRaeiss, and all other units maker ;)
 
There's a bug with Byzantine Chariots, they have no unit card in civlopedia(It comes up blank) and action icons don't register for them. You can't promote them due to this. To use the unit you end up having to manually move it and give basic controls with keyboard.
 
There's a bug with Byzantine Chariots, they have no unit card in civlopedia(It comes up blank) and action icons don't register for them. You can't promote them due to this. To use the unit you end up having to manually move it and give basic controls with keyboard.

that a strange bug, I'll have a look at it, thank you for reporting :)
 
here's a small patch to correct the byzantine's chariot bug.

just extract it to your ..\Civilization 4\Beyond the Sword\Mods\Regiments and Ethnic Diversity\Assets\Modules\Ethnic Units\XML\Art folder, replacing existing EthnicUnits_CIV4ArtDefines_Unit.xml
 

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