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Ethnic Diversity (R.E.D. Unofficial) v29b4-fixed

Ethnic Diversity

  1. Nutty

    Nutty Chieftain

    Joined:
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    Ethnic Diversity for Civilization V
    v29b4
    by Nutty
    (Made with R.E.D. technology)

    Adds lots of new unit models for diversity. Gameplay is not changed in any way.

    DOWNLOAD HERE

    I'm resurrecting this mod as the beta of my latest homage to Gedemon's illustrious R.E.D. Modpack and all of the artists who make units here at CivFanatics.

    I know it's been a long time coming, and the audience may have shrunk quite a bit now that Civ6 has been released, but real life happens. In the meantime, I did make lots of changes; quite a bit of it was behind the scenes and allow me (and potentially you!) an easier time comparing and changing the various settings, but there's still lots for you, the user.

    You'll need 2 mods: the Ethnic Diversity Unit Pack (with all the art) and one Ethnic Diversity mod for adding the art defines. The Unit Pack must be enabled first before you can enable Ethnic Diversity (vanilla scale) ... or one of the alternate scaling mods [coming soon?] I've planned at least 6 scaling options (from smallest to largest: Xtreme, R.E.D., vanilla, Fewer Unit, Reduced Unit, Single Unit Large, and Single Unit Small; and I've left two additional slots for further scaling options in the future).

    NEW: The optional Unit Pack for Mods gives a little extra unit variation for the following mods:
    • Prehistoric Era Reborn
    • Renaissance Era Revised
    • Enlightenment Era
    • Future Worlds
    • Vox Populi [in progress]
    * Note: I've ensured the supercarriers used in for Future Worlds also work with Units - Super Carrier by whoward69 or Supercarrier by swatmp5

    * * *

    For the brave souls out there:
    Spoiler Advance Testing :
    Feel free to try out the mods under testing [new link coming soon?], and give me a list of issues.

    Better yet, if you have a recent version of Microsoft Excel, you can dive in and play with the exporter and try making fixes for yourself and others. If that sounds fun to you, the GitHub repository can be found here, and the "Units List" tab of newunits.xlsm is your ticket to a world of over 2000 rows of pure spreadsheet imagination. I warn you from looking at the mess that is the macros though, as it appears I must have created them in a fever dream (and forgot how to put in comments). I'm surprised any of it works at all.

    Era Variation (with embarked unit diversity) is a separate mod but will be integrated soon once the kinks are worked out.

    The Unit Tester mod lets you test a lot of units all at once, but you may not want to activate it with too many civs on the map or it might crash CiV.


    Since I started building on the shoulders of giants with R.E.D. Modpack, the revived Ethnic Diversity is now pushed to v.29. Without further ado, the changelog since Gedemon's v.27:
    Spoiler Changelog :
    v.29 beta 4 (May 22, 2017)
    - add Carthage units from JTitan
    - add Prehistoric Era units from JTitan
    - add danrell's half-track anti-aircraft guns
    - add generic EE Galleon skin
    - fix SE Asian knight and several units from the mod unit pack
    - fix Future Worlds units that were causing crashes
    - scale tweaks to missionaries and inquisitors

    v.29 beta 3 (Apr 14, 2017)
    - add more galleon skins by Nutty for Enlightenment Era
    - add Wolfog's Nimitz and danrell's QE and PA2 models for Future Worlds' super carriers (also for whoward69's and swatmp5's super carrier mods)
    - add a few alternate models for Future Worlds
    - add danrell's light tanks for Vox Populi
    - a few more scaling and unit choice tweaks
    - fixes to the naming standardization to allow other mods to still use vanilla art defines
    - should no longer get invisible units for some units if user forgets to activate the Unit Pack for Mods (just no diversity for that unit)
    - add some more 2-handed Swordsman by zwei833 for Denmark, Germany, and Sweden for Renaissance Era Revised

    v.29 beta 2 (Nov 27, 2016)
    - fix some scaling issues
    - fix sref reference for skirmisher for South American civs with the Enlightenment Era mod
    - add zwei833's Indian 2-handed Swordsman for Renaissance Era Revised mod

    v.29 beta 1 (Nov 7, 2016)
    - new Excel exporter for easier editing/comparing unit choices, remove need to keep separate spreadsheet updated, and consolidate scaling mod data
    - loads faster by pre-calculating some data that previously required SQL operations
    - allow override of the fallback suffix type for each specific unit
    - fix bugs and increase flexibility of embarked unit Lua
    - units can now have both era and cultural diversity (e.g., great people, workers, and trade units)
    - new general suffix type for Northern Europe (Denmark and Sweden)
    - new general suffix type for Northern Africa (Carthage, Morocco, and Songhai)
    - new general suffix type for Oceania (Polynesia and city state Wellington)
    - new general suffix type for South Asia (India and city states Colombo and Kathmandu)
    - new general suffix type for Southeast Asia (Siam and Indonesia, and city states Hanoi, Kuala Lumpur, Malacca, Manila, and Singapore)
    - Prehistoric Era compatibility: first pass at diversity, just a few one-offs at this point
    - Enlightenment Era compatibility: diversity for the line infantry and carrack and a first pass at diversity with a few one-offs
    - enhance mod compatibility generically (but we're making wild assumptions and it only works where we're lucky about what order the modder constructs art define tables)
    - Assyria now shares units with Babylon
    - adjust some of the unit and city style choices
    - add Barathor's barbarian galley reskin as trireme for North European civs
    - add Civitar's conversion of the druid/wizard as missionary (white robe) and inquisitor (red robe) for Celts
    - add Civitar's conversion of Bakuel's Cuman units for Huns
    - add Civitar's conversion of Bakuel's silat for Indonesia
    - add Civitar's Zapotec battle priest as inquisitor for Native North and South American civs and Polynesia
    - add Civitar's Dervish Maara Weyn as cavalry for Middle Eastern civs
    - add Civitar's conversion of Bakuel's Hebrew units for Levant city states (Jerusalem, Byblos, Sidon, and Tyre)
    - add danrell's Avro Arrow as Jet Fighter for Canadian city states
    - add danrell's Ram Mk II as Tank for Canadian city states
    - add danrell's Kingdom of Jerusalem crusaders for Levant city states
    - add danrell's akazonae as lancer for Japan
    - add danrell's warrior monk as inquisitor for Asian civs
    - add Deliverator's conversion of coffee junkie's Native Rifleman as musketman for Shoshone
    - add Deliverator's conversion of Walter Harkwood and Refar's cog as middle-era cargo ships for Germany and surrounding civs
    - add Deliverator's mounted conversion of danrell's Roman longswordsman as great general for Rome
    - add GeneralMatt's Kirov cruiser for Russia [though a Slava-class model would be a better choice since Kirov is a battlecruiser]
    - add hangman's Inca axeman as a second longswordsman model
    - add JTitan's conversions of early Songhai units from RTW Europa Barbarorum
    - add Kwadjh's conversion of the assassin as inquisitor for Middle Eastern and Central Asian civs
    - add Nomad or What's conversions of Bakuel's Berbers for Morocco
    - add Nutty's teamcolor reskin of Ansaldo SVA-5 as Great War fighter for Mediterranean civs
    - add Nutty's teamcolor reskin of Nieuport 17 as Great War fighter for Southeast Asian civs
    - add Patum333's Chinese swordsman for Asian civs
    - add Patum333's Netherlands scout
    - add Snafusmith's 155mm gun as artillery for France
    - add Snafusmith's Short Bomber as Great War bomber for England
    - add Snafusmith's Halberstadt DII as Great War fighter for Ottomans
    - add Snafusmith's Hanriot HD1 as Great War fighter for Belgian city states
    - add Snafusmith's F-4 jets for Egypt, Greece, Japan, Korea, and Ottomans
    - add Snafusmith's A7V as extra landship model for Germany
    - add Snafusmith's Ford M.1918 as extra landship model for America
    - add Snafusmith's Mark IV as landship for Canadian city states
    - add Snafusmith's Whippet Mk.A as extra landship model for England
    - add Sukritact's Ogichidaa as musketman for Native North American civs
    - add Tomahawk.nsk's reskins of GeneralMatt's predreadnoughts as ironclads
    - add Wolfdog's V1 Rocket as guided missile for Germany
    - add Wolfdog's conversion of TheCoyote's A-7 Corsair II as jet fighter for Greece, Portugal and Siam
    - add Wolfdog's conversion of TheCoyote's Draken as jet fighter for Sweden and Denmark
    - add Wolfdog's conversion of TheCoyote's Ho229 (world war II prototype) as stealth bomber for Germany and Austria
    - add Wolfdog's Qizilbash as lancer for Persia
    - add Wolfdog's conversions of mechaerik's Special Forces as marines
    - add Wolfdog's conversion of GarretSidzaka's Viet Cong as marine for Siam and Indonesia
    - add Wolfdog's conversion of KrugerPritz's FV510 Warrior as mechanized infantry for England
    - add Wolfdog's conversion of the Civ4Col preacher as a late-era missionary for European civs
    - add Wolfdog's conversion of Walter Harkwood's carrack as middle-era cargo ships for various civs
    - add Wolfdog's ANZAC units as WWII infantry for Wellington and Australian city states
    - add zwei833's Schwaben reskin of bernie14's longswordsman as an additional model for Germany
    - add zwei833's Bohemian reskin of bernie14's longswordsman for Prague and Bratislava
    - add zwei833's conversion of Bakuel's Malay armored cavalry as knight for Indonesia
    - add zwei833's conversion of danrell's Egyptian warrior
    - add zwei833's conversions of Realism Invictus warriors and scouts

    v.28 beta 2 (Aug 23, 2015):
    - add Civitar's Anishinaabe Midew medicine man as missionary for Native North American civs
    - add hangman's Chimu General as missionary for Native South American civs
    - add Wolfdog's conversion of English cannon crew
    - add Wolfdog's conversions of Ambrox62's scouts and warriors (African, European, Mediterranean, and Middle Eastern)
    - add early units (spearman, swordsman, pikeman, and crossbowman) for America from Ethnic Units
    - add additional embarked units (Wolfdog's barge for Middle East civs, Sukritact's canoe for Native American civs)
    - disable embarked unit diversity if Cultural Diversity is active (CulDiv already includes embarked diversity)
    - adjust embarked unit era if Prehistoric Era (including extra eras in v14+), Prehistoric Era Reborn, or CCTP (v4+) is active

    v.28 beta 1 (Sep 5, 2014):
    - reduced texture sizes and removed extraneous specular textures (reduces mod size from 200MB to 120MB)
    - embarked unit diversity using Wolfdog's conversion of GeneralMatt's War Junk, hangman's conversion of Chuggi's Andean Cargo Ship, and Nutty's versions of JustATourist's galleon reskins
    - Venice and Milan city state now re-use Roman units starting in the Medieval era; other city states re-use units of related major civs
    - new general suffix types for Eastern Europe (Russia, Poland, and city states with Slavic influence) and Central Asia (Huns, Ottomans, and city states with Turkic influence)
    - donkeys given to Ottoman, Hun, Mongol, and Polynesian settlers instead of camels or oxen
    - add bernie14's longswordsmen for Portugal, Venice, and Vatican City city state
    - add Civitar & Nutty's Reislaufer [anachronistic] Swiss guard (pikeman) for city state Vatican City
    - add hangman's conversion of the Buddhist missionary for Asian civs
    - add Patum333's Netherlands archer (composite bowman)
    - add Snafusmith's P-40 Warhawk (fighter) for Brazil
    - add Snafusmith's Renault FT (WWI tank) for Brazil, Central/Eastern European city states, and additional members for France
    - add Wolfdog's conversion of Bakuel's Streltsy (musketmen) for Russia
    - add Wolfdog's conversion of bernie14's Napoleonic French infantry for French Cannon crew
    - add Wolfdog's conversion of bernie14's Sioux knight for Shoshone
    - add Wolfdog's conversion of dutchking's ML-20 Howitzer (artillery) for Russia
    - add Wolfdog's conversion of Gagonite's Arquebusier (musketman) for Austria, Netherlands, Poland, and central/eastern European city states
    - add Wolfdog's conversion of KrugerPritz's A129 Mangusta (helicopter gunship) for Rome (Italy)
    - add Wolfdog's conversion of KrugerPritz & Nikko's Ariete MBT (modern armor) for Rome (Italy)
    - add Wolfdog's conversion of KrugerPritz & Nikko's Dardo IFV (mechanized infantry) for Rome (Italy)
    - add Wolfdog's conversion of Refar's Astute class (nuclear submarine) for England
    - add Wolfdog's conversion of Snafusmith's Los Angeles class (nuclear submarine) for America
    - add Wolfdog's conversion of TheCoyote's Akula class (nuclear submarine) for Russia
    - add Wolfdog's conversion of Zever's Royal Marine commando for England
    - add zwei833's conversion of the Realism: Invictus musketman for Germany (HRE)
    - update bernie14's French and German cavalry
    - add ProtectedBigGun formation for the Indian Civ Pack
    - fix some specular textures to reduce excess "shininess" of some units



    Spoiler Old Intro Page (for posterity) :

    Ethnic Diversity for Civilization V
    v12.03 stable
    by Nutty
    (Made with R.E.D. technology)

    Adds lots of new unit models for diversity, with 3 different scaling options. Gameplay is not changed in any way.


    In December 2011, Gedemon hadn't been around in a while, and I was getting antsy for new updates to his R.E.D. modpack so I could then update my Single Unit Graphics mod to include all the great new units released by danrell and bernie14 since the last R.E.D. update.

    So I decided to carry on his mission... (and Gedemon has since endorsed this as the official continuation of his mod for now)

    ...redacted...

    Additional recommended mods for use with ED:

    If you're having problems, and you're new to mods, here's a nice checklist for troubleshooting CiV mods generally.

    Note: Just as with Gedemon's pack, you're free to use any part of Ethnic Diversity in your own mods, just remember to give Gedemon mad props (i.e., lots of credit) with second billing to me (Nutty) for some minor contributions. ;)
     
    Last edited: May 23, 2017
    Imnoob likes this.
  2. Nutty

    Nutty Chieftain

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    POLL #1 REMOVED.

    Which options do you use with Ethnic Diversity?

    Please leave a short comment on the poll website if "I tried it, but I didn't like it" applies to you.
    Thanks!

    Results as of 24 June 2012:
    87 voters
    Spoiler Results :
    Which options do you use with Ethnic Diversity? votes %
    default scaling: 21
    24.1 % ==
    Single Unit Graphics: 13
    14.9 % =
    R.E.D. Unofficial: 59
    67.8 % =======
    Optional Units: 24
    27.6 % ===
    None of the above (I tried it, but I didn't like it.): 2
    _2.3 %



    POLL #2 REMOVED.

    How should Civs share ethnic units (especially during WWII)?
    Spoiler POLL #2 :
    OK, I'm going to be releasing the new beta soon, but...

    I'm still trying to decide how to deal with units as applied to the new civs from Gods + Kings. I have created a poll in case you (yes, you!) want a say.

    For example: I'm currently using Swedish units for Denmark (since Firaxis had conflated the Scandinavians already). Now that Sweden is going in to G+K, I need to decide what to do with Denmark. Obviously, it's not likely we'll be getting any WWII units for them. Since they were occupied by Germany early in the war, and there were many Nazi collaborationists, should they share German WWII-era units? Or continue to share units with their Swedish neighbors (who were busy trying to remain neutral, but helped train Danish resistance)? Or... should they just go back to using vanilla units?

    As for the other G+K civs, I'm thinking the Huns should get the modern Hungary units for geographical reasons even if the ethnic ones are suspect. I've already mentioned the issues with the Celts and Byzantium, but Sweden and the Netherlands are pretty much covered, at least.

    Similar issues abound. I could potentially do lots of sharing based on who was invading/colonizing whom.

    Anyway, let me know what ya'll think. Feel free to leave blanks: the default is to use vanilla units.

    Please post comments on the poll website so I don't clutter up this thread too much with this discussion.
    Thanks!


    POLL #2 REMOVED.

    How should Civs share ethnic units (especially during WWII)?

    EDIT: Oops! Forgot to put Austria in the poll. If Austria sharing with Germany doesn't fit with your "Generally" vote, leave a comment on the poll website.


    Results as of 24 June 2012:
    21 voters
    Spoiler Results :
    How should Civs share ethnic units (especially during WWII)? votes %
    1. Generally, ethnic units should be shared where they fit: 14
    66.7 % =======
    2. Generally, ethnic units should be limited to one Civ: 2
    _9.5 % =
    1. Huns should use Hungary - subsumed, geographical: 12
    57.1 % ======
    2. Huns should share with Mongolia (nothing to share) - subsumed, ethnic: 4
    19.0 % ==
    1. Byzantium shares with Greece - subsumed, cultural: 12
    57.1 % ======
    2. Byzantium shares with Rome - subsumed, historical: 11
    52.4 % =====
    3. Byzantium should share with Ottomans (nothing to share) - subsumed, geographical: 1
    _4.8 %
    1. Celts (as Ireland, Scotland, and Wales) share with England - subsumed, cultural: 15
    71.4 % =======
    2. Celts (as Gaul) share with France - subsumed, geographic: 4
    19.0 % ==
    1. Denmark shares with Germany - occupied, collaboration: 3
    14.3 % =
    2. Denmark shares with Sweden - occupied, resistance: 12
    57.1 % ======
    - Polynesia (as Hawaii) and Iroquois share with America - subsumed, natives: 9
    42.9 % ====
    - Aztec and Maya (as Central America) and Inca (as South America) share with America - allies: 4
    19.0 % ==
    - Spain shares with Germany - ally (Blue division), divided in midst of civil war: 4
    19.0 % ==
    - Siam (as Thailand) shares with Japan - nominal ally: 5
    23.8 % ==
    - Korea shares with Japan - annexed: 10
    47.6 % =====
    - Mongolia shares with Russia - puppet: 8
    38.1 % ====
    - Babylon (as Iraq) and India share with England - puppets, but played both sides: 6
    28.6 % ===
    - Songhai (as Mali) and Carthage (as Tunisia) share with France - colonies: 7
    33.3 % ===
    - Ethiopia shares with Rome (Italy) - colony, though liberated early on: 2
    _9.5 % =
     
  3. PAVLOS_GR300

    PAVLOS_GR300 Greek

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    very nice.
     
  4. black213

    black213 Chieftain

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    Compatible with VEM?
     
  5. Nutty

    Nutty Chieftain

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    Yes, with VEM, but there is a small conflict with CiVUP. As long as Ethnic Diversity is loaded afterwards, it's fine (any unit mod has the same issue) [EDIT 4/23/2012: Newer builds of CiVUP no longer conflict, though VEM still must be loaded before ED. You can try updating the modinfo files with the ones attached to the end of the first post to ensure the proper loading order is achieved.]

    Note, however, that the Single Unit Graphics add-on will conflict with CiVUP FlagPromotions in this beta release, but the full release will not [EDIT: fixed in beta 2]. I want to release another mod that will get the unit icons out of the way of units' heads, but I plan to make it modular and release it separately as a recommended addition to SUG, and I'll make sure it meshes with CiVUP FP.

    EDIT: OK, I made the simplistic solution in this first build of EDSUG modular. See below:
    (Simple Unit Icon Disabler is NOT compatible with CiVUP FlagPromotions, but if you're using it, you already have this functionality built-in, but disabled by default).
     
  6. kris159

    kris159 Kris159

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    Great. I've been waiting for R.E.D. to be updated. Thanks =D. Gedemon, apparently, had a lot of new content ready for the next release, but was instead working on his WWII Europe scenario.

    I hope all goes well =)
     
  7. Pouakai

    Pouakai It belongs in a museum. Moderator

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    This is the first RED version I've downloaded, looking foward to trying it out. Cheers for doing this mate, good job.
     
  8. maykay

    maykay Chieftain

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    Hey all! First of all, let me say that this is excellent, I liked the original R.E.D. and to carry it onwards is just great. How does it interact with unit mods (for example, the Marine mod or the Balanced Sniper mod) and with mods of civilizations whose unique units have custom art (Scotland and its Highlander, for example)?
     
  9. Nutty

    Nutty Chieftain

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    Thanks, folks! I appreciate it.

    See the readme.txt above (and the pertinent section below).

     
  10. Nutty

    Nutty Chieftain

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    Hm. I've been investigating the compatibility claims to see if newer versions add additional units. Most should be good, but in particular Total Mod compatibility hasn't been updated in a while. It looks like blazekid87 is now including quite a few units.

    It'd be nice if we could come up with a standard naming convention between R.E.D. and the other mods that include ethnic units (e.g., Hulfgar's Modpack and Total Mod). And while we're at it, we could keep the shared art between them modular as much as possible, to prevent having to download the same units several times over.

    EDIT: I'll include compatibility for (Kingdom of)/KongoCiv (v 3) and Putmalk's Ancient World (v 6) in the next release. Easy enough, as they each add one unit.
     
  11. maykay

    maykay Chieftain

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    Thanks, Nutty! I'm gonna try a game with quite a few mods active, see what goes down.
     
  12. PAVLOS_GR300

    PAVLOS_GR300 Greek

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    i think the greek knight should be replaced by the cataprach
     
  13. apocalypse105

    apocalypse105 Chieftain

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    I dont understant what you mean with only works with loaded AFTER
    You mean load a mod save and load the other mod?

    If I want to play a game with :

    VEM(en offical patch)
    RED
    add ons:
    - Just Ethnic Diversity : unit scale reverted to match vanilla Civilization V
    - Optional Units

    How do i do this

    thanxs in advance
     
  14. Nutty

    Nutty Chieftain

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    I just mean which order you check the circles to the right of the mods. If there is a conflict, the last one checked wins.

    EDIT: Try the new .modinfos to alleviate some of these difficulties.

    Like I mentioned, CiVUP conflicts, so you just need to make sure one of the Ethnic Diversity mods is checked after CiVUP VEM is checked. All of the ED mods support all the units, so the scale will be determined by the last one. So, if you want vanilla sizing or single units, that would be after all other mods that affect unit art. If you want R.E.D. sizing, you make sure the base ED or ED Optional Units (if you're using it) is last.

    In your case, use any order you like as long as Just Ethnic Diversity is last. [EDIT: Note that the vanilla scale of EDJED is default as of v12 stable.]

    However, take note. This is in the readme, but let me try to be clearer:

    Some of the default units have been changed in the Optional Units pack so Civs without an ethnic unit match the time period of their ethnic counterparts. If you want optional units and changed scale, you can activate one of the scaling mods afterwards, and the optional units will be added in, but those defaults will not be changed as they would if optional units was activated last.

    I can post a EDJED and EDSUG for Optional Units if there's interest, but that will mean I have to maintain 7, rather than 5, sets of XML files (though the differences in this case are minimal). EDIT: Included in v12 stable.

    I keep the optional units in a separate pack so I can stay true to Gedemon's philosophy, as I understand it, with R.E.D.

    Anyway, if you want some of the optional units, but don't like an optional unit type (and I'm not sure I like them all), just delete the Optional\Units\newunits_<type>.sql file from the Optional Units mod. For instance, Missile Cruisers are way off; I put danrell's WWII cruisers in that category without thinking about it. After realizing my mistake, rather than throwing that work away, I threw them in with the Optional Units pack.
     
  15. Nutty

    Nutty Chieftain

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    A cataphract? I'm no good at blender, so I only do reskins, and you can't really make a cataphract with a crusader helm.
     
  16. maykay

    maykay Chieftain

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    Hey Nutty. Just wanted to tell you that I played a quick game with REDUO and a crapload of other mods activated (REDUO activated 2nd to last, REDUO-Optional Units activated last). The mods that had Civ5ArtDefines_UnitMembers.xml and Civ5ArtDefines_Units.xml were Civ Scotland, Balanced Sniper mod and Unit Marine with NEW Graphics mod; these XML files I backed-up and deleted. I only have 2 problems to report (which to me is good news, give the number of mods I'm using simultaneously):

    1- Skirmisher/Sniper/Modern Sniper units are spearmen (although other added units, like the Marine and Scotland's Highlander are 100% fine);
    2- When I use a Sniper to 'bombard' and enemy unit, there's no animation nor sound; the enemy just loses health, and the floating red number appears (-3 or whatever the damage happens to be).

    Problem 1 clearly seems like a conflict somewhere, but I can't understand where; problem 2, however, is weird. Could that be a known issue (or indeed feature!) of Balanced Sniper mod?
     
  17. Morpheas

    Morpheas Chieftain

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    Does this work with CiVUP+VEM and NiGHTS? (The two seperate packs, obviously)

    I got a few crashes when using the old (not this one) R.E.D. with NiGHTS
     
  18. Nutty

    Nutty Chieftain

    Joined:
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    R.E.D. wasn't made compatible with NiGHTS, but glancing at it, it can be done pretty easily (I'm not sure what I'd do for SUG tho with those added units, since they're just using 2 vanilla units together). Once that's done, just as before, you'll need to have Ethnic Diversity or one of its add-ons after CiVUP and NiGHTS.


    As far as Balanced Sniper v3 [at least as to issue #1], that's similarly no biggie. I'm not sure what's going on with issue #2, but I don't think that's caused by R.E.D.
     
  19. maykay

    maykay Chieftain

    Joined:
    Jun 13, 2010
    Messages:
    31
    Thanks for the reply, Nutty. How is #1 no biggie? They're spearmen :p I already deleted the two XML files in the Sniper mod folder, and I activated the Sniper mod first, then R.E.D., then Optional units...but they're spearmen. How would you have me solve it?

    As for #2, I'll re-download the mod, and we'll see what happens. Thanks.
     
  20. PAVLOS_GR300

    PAVLOS_GR300 Greek

    Joined:
    Sep 25, 2011
    Messages:
    235
    Location:
    Thessalonici, Makedonia, Hellas
    about the cataprach there may be alreay maken unit because of the many byzantian empire civs
     

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