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Ethnic Diversity (R.E.D. Unofficial) v.29 beta 5b

Update:

I now run a game as test.
Previous mentioned mods are active but this time I use red's mod instead of yours.
Also with a bunch of extra civs mods (many from JFD, MC, and a few others)

At start all seems ok.
But after some turns it started again and even now the SV filled up with all kind unit icons.

So I more and more think now it's on my end.

After some search I found next discussion and it's about the same as I experience.

https://forums.civfanatics.com/threads/strategic-view-icon-mania-help-please.546757/

But like you say what's the point of your mod in strategic view.
Me too not really use the SV but I noticed it and was asking by myself if this is bugged then maybe more is....
But if this is the only thing what's messed up and for the rest al runs ok then that's fine by me.

Sorry to bother you with this all but I'm very happy with your feedback!!!

Edit:
After some extended testing I found out that your mod is't cause icon mania in SV.
However your mod give wrong icons for the units in SV, whereas RED or Ethnic Units don't do this.
But then again if this is the only problem.....
 
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So it seems that this mod crashes with Vox Populi, and I seem to have found the cause. The diplomatic units in that mod uses the older non-standard art define names, which got deleted by this mod. There probably are other units using the non-standard names as well.

I would suggest that instead of replacing the non-standard entries, just create a new row with the same values, except with the new standard art define name.

For example,

Code:
INSERT INTO ArtDefine_UnitMemberInfos
       (Type, Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag)
SELECT   'ART_DEF_UNIT_MEMBER_WORKER', Scale, ZOffset, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag
FROM ArtDefine_UnitMemberInfos WHERE Type = 'ART_DEF_UNIT_MEMBER_WORKER_EURO';
INSERT INTO ArtDefine_UnitMemberCombats
       (UnitMemberType, EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation, LastToDie)
SELECT   'ART_DEF_UNIT_MEMBER_WORKER', EnableActions, DisableActions, MoveRadius, ShortMoveRadius, ChargeRadius, AttackRadius, RangedAttackRadius, MoveRate, ShortMoveRate, TurnRateMin, TurnRateMax, TurnFacingRateMin, TurnFacingRateMax, RollRateMin, RollRateMax, PitchRateMin, PitchRateMax, LOSRadiusScale, TargetRadius, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasLeftRightAttack, HasStationaryMelee, HasStationaryRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat, HasIndependentWeaponFacing, HasOpponentTracking, HasCollisionAttack, AttackAltitude, AltitudeDecelerationDistance, OnlyTurnInMovementActions, RushAttackFormation, LastToDie
FROM ArtDefine_UnitMemberCombats WHERE UnitMemberType = 'ART_DEF_UNIT_MEMBER_WORKER_EURO';

Rather than,

Code:
UPDATE ArtDefine_UnitMemberInfos  SET Type = 'ART_DEF_UNIT_MEMBER_WORKER'
                               WHERE Type = 'ART_DEF_UNIT_MEMBER_WORKER_EURO';
UPDATE ArtDefine_UnitMemberCombats SET UnitMemberType = 'ART_DEF_UNIT_MEMBER_WORKER'
                                WHERE UnitMemberType = 'ART_DEF_UNIT_MEMBER_WORKER_EURO';

The disadvantage is that the table becomes quite inflated, but in return this gives much better compatibility with mods that reuse Firaxis assets.
 
So it seems that this mod crashes with Vox Populi, and I seem to have found the cause.
Thank you for your troubleshooting. I had discovered similar issues related to those changes, and do indeed make copies where I need to change the art define types of vanilla or modded units now (that is, in my personal build). Seeing as it fixes some pretty major issues, I'll try to release what I currently have tonight.

Hi, new to civ 5, I placed R.E.D. modpack from https://forums.civfanatics.com/threads/ethnic-diversity-r-e-d-unofficial.449070/page-16 into the directory as per instruction, but where do I place the files from Ethnic Diversity v29b2.zip? TIA
They go in the same folder, but as the latter contains multiple mods in the zip, you'll need to unzip it manually. However, there appears to be some confusion, as those mods aren't compatible. There is an E.D. RED scale addon in the tests zip file, but it's broken at the moment, so if you want R.E.D. scale you should be using my R.E.D. semi-official v.28 instead of Ethnic Diversity v.29.
 
They go in the same folder, but as the latter contains multiple mods in the zip, you'll need to unzip it manually. However, there appears to be some confusion, as those mods aren't compatible. There is an E.D. RED scale addon in the tests zip file, but it's broken at the moment, so if you want R.E.D. scale you should be using my R.E.D. semi-official v.28 instead of Ethnic Diversity v.29.

Hi, I just want ethnic diversity units, without rescaling size. So witch files do I use? I'm jumping from civ3 so these mod files are a bit confusing, thanks
 
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Where my beta testers at?

[EDIT: A couple of the Future Worlds units are causing crashes (only when FW and EDUP4M are enabled). I'll post a fix for that, and some other small fixes soon.]

Use at your own risk. You'll also need the Unit Pack not included below (it's unchanged since beta1). Delete your Ethnic Diversity folder first (the "vanilla scale" one replaces it).

Feel free to use the Unit Tester, it plops all of the units for you. Gedemon had crashes when he had more than a few civs enabled on his version of the unit tester, but even on my crappy laptop I don't have any problems with mine with 22 civs enabled. This version organizes by unit type instead of by civ, which makes it much easier to compare scales across the line.

If you want to play with the mod support diversity for Prehistoric Era, Renaissance Era Revised, Enlightenment Era, Future Worlds, and Vox Populi, you'll also need to enable the Unit Pack for Mods. Theoretically, nothing should be broken in those mods with the Unit Pack for Mods disabled, though that should be tested. I do apply a little diversity to mods even without Unit Pack for Mods enabled when the diverse units are already in the main Unit Pack, however the coverage is thin even with the Unit Pack for Mods enabled. But it's a start! I think I still have some issues with some of the Future Worlds units, and I just threw in light tanks for Vox Populi this morning, but I have no idea whether they even work or not or whether I just blew up the whole mod with a simple syntax error. (If so, the GitHub has the latest.)

* * *

@ST4LIN : Hopefully you've figured it out by now, but I'd suggest Ethnic Diversity v.29. You can try beta2, or give beta3 below a spin if you're feeling adventurous.

You'll see both civ5mod files and zip files on CivFanatics. If it's packaged as a .civ5mod file, it's really just a .7z (7-zip) file. You place it in the folder %userprofile%\Documents\My Games\Sid Meier's Civilization 5\MODS\. You can unzip it yourself into a subdirectory named for the file, or let the game do it for you automatically. If it's packaged as a .zip file, then you have to manually unzip it to the subdirectory of the folder above instead of letting the game do it for you.

You need to first enable the "Ethnic Diversity Unit Pack", then enable "Ethnic Diversity" [or "Ethnic Diversity (vanilla scale)" if you're using beta3]

EDIT: BETA3 removed
 
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I appear to have a strange bug, units are invisible. The icons for units show and they seem to act normal otherwise, but almost all are invisible. I tried this with all the different scaling packs and the normal. I am playing with a somewhat large amount of mods, but none of them should affect unit models, and the ones that do are supposed to be compatible, such as EE. The only units that do appear are some units from some mods.
 

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units are invisible.
The vanilla scale is the only one that works. The others were for some testers that expressed interest.

My first guess is that there's a problem with your download of the unit pack. If not... What version(s) have you tried? Are you trying to use R.E.D. or Ethnic Units or Hulgar's Modpack at the same time?
 
Hi Nutty

The mod runs perfectly fine on my side now. It becomes an essential part of the game I have to admit. Unfortunately, some units (not so many though) are not diversified in v29. I want to know if you still have plans to add more variations in this mod. I saw some progress from the Github, so clearly I knew that you are working on them. Any spoilers would you like to reveal for the next updates? Btw, I could not find bata3 files from this thread, please help me and allow me to give it a try. Thank you very much for your works! It is amazing.
 
I want to know if you still have plans to add more variations in this mod.
I've done a few simple 3D tweaks, but for the most part I only do reskins, which works for some a few units, but for the most part, all of the ethnic mods exist only because the talented unit makers of this community have done the hard work, one unit at a time. Beta3 fixes some bugs, but the only extra variation is for other mods. I've added all of the variation I can find in the unit database.

If you think I've missed anything, let me know. Some (e.g., danrell's anti-aircraft tanks that Ethnic Units uses for AA guns where R.E.D. and E.D. don't) that might be used as "close enough," but there are other considerations (e.g., telling one unit class apart from another and trying to maintain historical consistency across the unit class) on which I have to make a judgment call. Some of the decisions I inherited from Gedemon, but there was pushback both ways for a time such that I'm happy with the decisions generally. If you want to make an argument, I'm open to being convinced otherwise.

There are some units from other mods (e.g., UUs for new civs) that were never posted to the database that perhaps could be added, and I can certainly ask for permission to use them here, but I need help finding them all, and that is quite an undertaking for what may end up being just a few one-offs.

Btw, I could not find bata3 files from this thread, please help me and allow me to give it a try.
Beta3 lives at post #308 until I get a little more feedback. See the notes included in that post.
 
My first guess is that there's a problem with your download of the unit pack.
Yep I cleared my cache and installed beta3, and it is now working with vanilla scale. Thanks for the help!
 
Hey Nutty, I've been working on a few unit packs and finished some units. I'm not releasing them until the packs are finished, but can send you my completed units as I go. I am currently working on the Prehistoric Era Reborn units and early Carthage. So far, I have over 20 units finished. Let me know if your interested.
 
Any news for this? I am really looking for an update with the R.E.D. scale and Community Patch compatible.
 
@YINGCHENG , @LucidAPs : I am working on it, but slowly. I've added the units by JTitan and a few other one-offs.

I'm having issues with some of the mod units for the mod unit pack, but I have little time to troubleshoot. I've added a diverse set of light tanks for Vox Populi and should support the other new units without issue.

TBH I haven't looked at R.E.D. scale in quite some time, but it's on the list.

The GitHub is updated if any modder feels like pitching in.
 
OK, since we're discussing: I've been vacillating for years about adding danrell's half-track or truck mounted anti-aircraft guns. They are a source of diversity and look cool, but it gives the impression that they should have more moves than they do.

What do you guys say?

TruckMountedAAs_zpsbamk8vcg.png
 
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