[BTS] Regiments & Ethnic Diversity

Love your mod, what with the two huge world maps - though Ghenkis's doesn't load for me - and thanks for the expanded SDK, as Ket's mod, with just 18 SDK, doesn't really allow much for colonies, as I found out to my dismay halfway through my marathon game.

By the way, I don't know what it's called, maybe the unit stacker or something like that, but a while back in Warlords I played a mod that allowed me to shuffle though my units, and select only the healthy ones, or rearrange the way they were stacked on the main screen. That sure was nice. I'm sure it's all coming along. Hope I can find the Hood, Bismarck, and Yamato in there somewhere as well.

Cheers, and thanks again for the Pantastic Worlds map - I was the one who requested that for Warlords some months back. Looking forward to the next installment - between your work and Ket's, I'm sure to be kept up to date. Anyway, thanks for all the hard work - to you and all the rest! Really apprecitate it!
 
thanx all :)

@conqueror worm : Do you have an error message when loading the huge map ? just application crashing ?

About other SDK changes, I may add some later, but I will first stay focused on adding units for each civs. And you already know where to found Ket's composite mod ;)

The Bismarck and Yamato are already in, lot's of "new" ships are coming with next release, and I may found time to add the Hood before packaging everything...
 
Ohhhh....Hmph.

I downloaded the mod and all, extracted it loaded it...
And it played a normal game of Civ...

? Lol i was looking forward to this mod, it looked cool. Er... That's why i asked. I was wondering if what you did was for other modders to add more units.:blush:
 
is it modular or a mod, as the installation seems to suggest that its a mod but then you stress the importance of modular loading.
Also, is it initial compatible with custom units already in the game or would one have to add there custom units into R.E.D. XMLs once in place?
 
Hm, i was testing the mod and i suddenly felt over Salamashina from the Polynesian Empire ! I will translate it to french and paste it over here, ok ?

EDIT: I have a problem about the accents...i don't know how to put them in the xml format. If you explain how to put this ones, i will translate it and you'll just have to paste the french translations over the xml file : )
- > è / î / à / é / ù
 
Ohhhh....Hmph.

I downloaded the mod and all, extracted it loaded it...
And it played a normal game of Civ...

? Lol i was looking forward to this mod, it looked cool. Er... That's why i asked. I was wondering if what you did was for other modders to add more units.:blush:
you need to activate modular loading to use this mod. see the installation section of the first post to see how to do that. ;)

is it modular or a mod, as the installation seems to suggest that its a mod but then you stress the importance of modular loading.
Also, is it initial compatible with custom units already in the game or would one have to add there custom units into R.E.D. XMLs once in place?
it's a mod using modular format to merge the different components.

it's simplier for me to have multiple xml files to work on (ie : one file for one civ, without modular loading I would have to keep one big file with all civ inside making editing and adding units longer and harder)

the mod in itself is not modular, you can't just take one module to use it in another mod, as there are crosslinked reference.

BUT thanx to modular loading, you can add some modules in it. Leaderheads or complete civs for exemple. Polynesia is already in as a sample.

To do so, you have to put the module you want in corresponding folders of R.E.D., and if something goes wrong when loading, just remove the module you just added.

same goes for custom units, the AA Gun is added this way.


Hm, i was testing the mod and i suddenly felt over Salamashina from the Polynesian Empire ! I will translate it to french and paste it over here, ok ?

EDIT: I have a problem about the accents...i don't know how to put them in the xml format.
For example: é à î ?
yes, I'll be happy to include your translation. :)

you must use the ENTITY abbrevation of each special caracters. here's a list
 
I've made half of the job now, but i don't know how to organize an xml doc.
So you'll need to put the balise for go to the next line, for example, because i don't know how to do it; except if you learn me how ^^
 
that's [NEWLINE]

use [NEWLINE][NEWLINE] if you want a blank line to separate your text.
 
and what' the difference with [PARAGRAPH:2] ?

Here's an example of what i've done: (this one is from wikipedia france, because it was hugely long for me :x, but i tagged it !)
Please correct me :x

EDIT: Could you explain me why the description of the Fishery is the same than the lighthouse ? :/
 

Attachments

thanx, I've included your translation in the new version of the mod. btw I'm not the creator of the polynesia civ. ;)


* R.E.D. Version 1.2 is out * :D

see first post !
 
Weee Let me get to work.

:)

Which is good i have a major SDK update going in the next version.

I like the dreadnought unit class addition as well.
 
You should include more sea units like the galleass(as a missing link between Triremes and Frigates) and some flavor sea units like General Matts War Junk(Frigate) and Heavy War Junk(Ship of the Line) in the next version, that would be sweet.
 
Question: Have you ever though of doing this with buildings, maybe? Like building a barracks creates 4 images of a barracks to represent a training district?
I also love the feeling that this mod provides; having huge multi-battalion armies that are represented as such.
Do you think you could do the same with some Next War units?
 
if canada is modular, I thing it will work fine with formation and everything... I've already added Polynesia in my "..\Civilization 4\Beyond the Sword\Mods\Regiments and Ethnic Diversity\Assets\Modules\Custom Civilizations" with minimal XML editing (removing second UU and making it use south east asia building).

should be ok with other modular civ


sorry, I don't understand the question. The mod mix regiment with 9 to 10+1 formations and ethnic units (same stats as other units of same class, not UU, only flavor)

it adds also a few unit class in air forces, and I've added a Dreadnought class (the ship, coming with next release)


yes :D
and even more ;)

Canada, Israel and Iraq is working perfect ... but the Nazi Germany doesnt work, too bad, at least i can have Canada Israel and Iraq... I wish someone made Iran and add Modern Flag to your mods
 
Hm, i was testing the mod and i suddenly felt over Salamashina from the Polynesian Empire ! I will translate it to french and paste it over here, ok ?

EDIT: I have a problem about the accents...i don't know how to put them in the xml format. If you explain how to put this ones, i will translate it and you'll just have to paste the french translations over the xml file : )
- > è / î / à / é / ù

No need for the Accent, peu importe si c'est ca ou ça , ca change rien selon moi
 
Question: Have you ever though of doing this with buildings, maybe? Like building a barracks creates 4 images of a barracks to represent a training district?
I also love the feeling that this mod provides; having huge multi-battalion armies that are represented as such.
Do you think you could do the same with some Next War units?

I don't know for buildings, it's not coded the same way as units.

It could be done for next war, sure, it may even be added to this mod at some point, but not *soon*.


(I feel it wil be faster to include the regiment part to next war than to include next war to this mod - btw anyone who want's to use the regiment module in another mod is free to do so, and just ask here if you have probleme to include it)
 
You should include more sea units like the galleass(as a missing link between Triremes and Frigates) and some flavor sea units like General Matts War Junk(Frigate) and Heavy War Junk(Ship of the Line) in the next version, that would be sweet.
 
My game crashes at about 770 A.D.

I am playing on Nighttravn's Conversion of Genkis Kai's Gian Earth Map, marathon. I am using about 30 civs or so.

The game crashes as it tries to reload for the next turn, but it does not give me the MAF popup. First it crashed at 780, then wouldn't reload my 775 save, so I reloaded at 765 and it crashed again at exactly the same spot at 780.

I then exited the game and restarted, and it crashed again at 780. I then turned off my computer and restarted and it crashed at 470. I then reduced to minimum graphics and restarted and it crashed at 470 again.

My computer is pretty good Atholon 3200, nvidia 7700, 2000 ram.

I would give you my last save, but I don't know how to do that. If you can explain it to me I will.

Anyway, I imagine it must not be an MAF crash. But I do wonder, even if the problem lies elswhere, how much longer I will be able to play on the Ghenkis Kai map with high graphics. I like regiments and formations - though my eyes are so bad, when the units are that small, I can harldy see them anyway - but I wonder if on a giant map, stock unit regiment graphics might not be essential to avoid MAF. They say they have that problem fixed, but I was anticipating it to come up sooner or later. But I suppose that is another issue at the moment, because I don't believe this is an MAF. It didn't crash during a save.

Thanks
 
You should include more sea units like the galleass(as a missing link between Triremes and Frigates) and some flavor sea units like General Matts War Junk(Frigate) and Heavy War Junk(Ship of the Line) in the next version, that would be sweet.
Yes, galleas should be in. War Junk & heavy war junk are also planned, and I thought of Kogge as an asian galleas...

Thinking about galleas stats : coastal, 4 PV, 3 mov, no cargo ?
And about the tech : engineering ? guild ?

My game crashes at about 770 A.D.

[...]

I would give you my last save, but I don't know how to do that. If you can explain it to me I will.

[...]

to attach a save game, you first need to pack the save in ZIP format (you will found it in your "my documents/my games/beyond the sword/saves/single" folder)

then post a reply here (go advanced) and click on manage attachments in "additional options", browse to your zip file and click "upload"
 
This is the save game. As I said, it should crash by 785 AD

Nope, can't do it - it's always f...ing something, isn't it!

Qin AD-0765.zip:
Your file of 1.81 MB bytes exceeds the forum's limit of 300.0 KB for this filetype.

Oh well, don't know what else to say at the moment, but Houston, I do believe we have a problem!
 
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