Ethnic Artstyles (graphics mod)

DeepWell

Chieftain
Joined
Jul 7, 2020
Messages
44
Hello everyone!

This post includes two modmod files:
-Ethnic_Units: Changes units to match their ethnic groups' outlook
-Ethnic_Artstyles: Includes Ethnic_Units + changes citystyles and improvements to match their ethnic groups
-No gameplay changes

To install copy "Assets" folder and paste and overwrite in AdvCiv mod folder.

NOTE: If you have previously installed any of the modmods you should delete the previously installed graphics files (.FPK)
So the only .FPK files left in ...Beyond the Sword/Mods/AdvCiv/Assets/ should be:
BML.fpk
Ethnic_Units.FPK
Cultural_Citystyles.FPK


-Revised graphics updated 9/2024

Classical Middle East
Classical_Middle_East.jpg

Medieval African
Medieval_African.jpg

Industrial South America
Industrial_South_America.jpg

Thanks to Civ4 Reimagined!
 

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Thanks a lot for assembling and sharing this. I guess now AdvCiv has a full community art pack, that's great, looks great! I sort of tried to coax someone into doing that a few years ago to no avail (old post).

I've given it a quick try and got a slew of failed assertions upon launching a game on account of unknown info/ enum types, e.g. ARTSTYLE_ANGLO_AMERICA. Those strings occur in a lot of places in the LSystem files. Don't know if it's just a matter of adding them to GlobalTypes.xml. No problem with the actual in-game graphics was apparent.
 
I believe the best policy is to add the rest of the artstyles' lines in the GlobalTypes.xml which I just did. Also my understanding is that the CIV4Civilizationinfos.xml doesn't interact with the TrueStarts files. If I'm wrong please correct me.
 
The TrueStarts XML files refer to the Civ/LeaderHead files, but not vice versa. So long as no civs, leaders or art styles are removed, there should be no problem. And True Starts has its own assignment of civs to art styles (which has no impact on graphics; I was just too lazy to introduce a new global type for geographical groupings of civs), so new art styles should have no impact.
 
I think it looks great otherwise, but I just can't understand why African lighthouses are reduced to piles of rocks in this graphics mod. Is there some historical reason for this? I just think it's unsightly and doesn't represent a proper lighthouse to me.
 
I think it looks great otherwise, but I just can't understand why African lighthouses are reduced to piles of rocks in this graphics mod. Is there some historical reason for this? I just think it's unsightly and doesn't represent a proper lighthouse to me.
I agree with you. That is already fixed for the upcoming update. I have also worked on city walls' looks and changed aqueducts to look same for everyone. I will try to update the new files this week. Stay tuned ;)
 
I posted the revised Ethnic_Units and Ethnic_Artstyles files in this thread. (I will update some pictures later on.)
NOTE: If you have previously installed any of the modmods you should delete the previously installed graphics files (.FPK)
So the only .FPK files left in ...Beyond the Sword/Mods/AdvCiv/Assets/ should be:
BML.fpk
Ethnic_Units.FPK
Cultural_Citystyles.FPK


If you encounter any problems please inform me.
I will delete the Ethnic_Units_Extended thread later on to keep the forum clean.
 
I think there is a bug where the futuristic buildings for city art is triggering in the modern era. I know Germany is one of the civs where the buildings become futuristic as soon as flight (or other modern tech) is discovered.
 
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