Ethnically Diverse Units (4/16/06)

  • Thread starter Thread starter Rabbit, White
  • Start date Start date
ohcrapitsnico said:
I can't wait until you start pumping out some more asian units peticularly Indian ones. Now if I could just get my hands on unique city art for the middle east...
Awesome units:D It looks so professional you would think Firaxis did this.
I'm actually going to release some Indian units soon for WHFB, so maybe you should look at that when it comes, if Rabbit hasn't done some already
 
Civmansam said:
I'm actually going to release some Indian units soon for WHFB, so maybe you should look at that when it comes, if Rabbit hasn't done some already
I'll be sure to check'em out Civmansam :)

Amra said:
Version 2.2 looks terrific and will be going in my updated modpack. Thanks for your hard work.
Oh man, I tell you, making it Warlords compatible was an exercise in frustration - they added a bunch of new tags to unit entries so I couldn't just copy them from the vanilla version. :suicide:

Luckily, now that it's done, I'll just need to update the files as I add new units so it'll be much easier, speaking of which. I'll try to have any following updates as patches, especially if none of the old stuff is modified, no reason to download 8MB of units if you already have them. :)

Edit: I was going to comment on how the file is now at 99 downloads and who'll be lucky number 100, but while I was writing the download number went up to 101. :cheers:
 
Btw, Rabbit, perhaps its best to adjust your readme for the Warlords section a bit. I'm mean the "." sign on the last line. I bet the .ini file won't be able to read that notation.

3) Open the Warlord's CivilizationIV.ini file, it is located in "My Documents\My Games\Warlords" folder, and change the Mod line to read: Mods = Mods\Ethnically Diverse Units.
 
Boy this mod is getting Bigger and Better all the time. I hope someday I can do some work in the SDK and/or Python that will make all these Units fit in the game without being UniqueUnits. Idealy it would be like alternate City arts, the Players Civ is taged "ASIAN" "EUROPEAN" ect ect and all the art is changed acordingly without every unit being Unique, all the extra entries on the UnitsInfo.xml could be abolished and the ArtDefine elements could have tags marking them as non-default art. I should realy stop typing as I'm getting your hopes up for something that might not ever be possible due to the Graphics Engine.
 
You can already do that - my (under development) Warhammer 40k mod does it, and, having tested it quite extensively, it seems to work fine. If you like WR I could probably knock up a modded .dll which added a new set of XML tags where you could enter which Civilizations would have which art define tags for each unit.
 
GeoModder said:
Btw, Rabbit, perhaps its best to adjust your readme for the Warlords section a bit. I'm mean the "." sign on the last line. I bet the .ini file won't be able to read that notation.
lol
Well I fixed the text in the post though not in the readme file. Still, I hope most people will realize it's just a period. :)

@The Great Apple: I'll send a PM about this.
 
The Great Apple said:
You can already do that - my (under development) Warhammer 40k mod does it, and, having tested it quite extensively, it seems to work fine. If you like WR I could probably knock up a modded .dll which added a new set of XML tags where you could enter which Civilizations would have which art define tags for each unit.

That would be excellent for this.

WR,

The only concern I have - and it's a really, really small concern because these are simply excellent - is that it "blurs" with normal UUs a bit, making it hard for players to distinguish regular strength UUs from more powerful ones.

But it's worth it, don't get me wrong. Just noting it because I'm still created CIV Gold civs and am still trying to get some UUs together.

But really, wonderful, wonderful job on these.
 
Something that looks like a bug. The English civ in the mod has instead of unique units, unique buildings in the intro list when selecting the leader in the "Play Now" option.
 
GeoModder said:
Something that looks like a bug. The English civ in the mod has instead of unique units, unique buildings in the intro list when selecting the leader in the "Play Now" option.
That's 'cause I'm a dumba$$ :) It is indeed a bug and thanks for finding it out. I basically just messed up the xml tags and added the units under unique buildings. Anyway, this bug only occurs in the Warlords version obviously, and I posted the fix in the first post.

Wyz_sub10 said:
WR,

The only concern I have - and it's a really, really small concern because these are simply excellent - is that it "blurs" with normal UUs a bit, making it hard for players to distinguish regular strength UUs from more powerful ones.

But it's worth it, don't get me wrong. Just noting it because I'm still created CIV Gold civs and am still trying to get some UUs together.

But really, wonderful, wonderful job on these.
If you're talking about the Warlords version then I'm aware of the problem. Basically I added units that are pretty much direct copies of UUs from Warlords, which of course means that the Warlords version of the mod will have some duplicates. It is definitely something that I'm going to address in the future, but for now I just wanted to release Warlords compatible version.

Now, if you're talking about the units in general then, well, all modesty aside (literally ;)), I can't very well reduce the quality of my work just because the new units look as good, or maybe even better, than the vanilla UUs, now can I? :D
 
the ONLY reasion im not useing this mod is becus the african civs use the same graphic for the horse archer as the charthaginan uu.
find a new graphic for the african hoursarcher plz.
 
Vietcong said:
the ONLY reasion im not useing this mod is becus the african civs use the same graphic for the horse archer as the charthaginan uu.
find a new graphic for the african hoursarcher plz.
As I said, I will do this eventually, but until then you can remove this unit by simply modifying the CIV4CivilizationInfos.xml file. Open it and under the entries for Mali and Zulu remove the following lines,
Code:
<Unit>
	<UnitClassType>UNITCLASS_HORSE_ARCHER</UnitClassType>
	<UnitType>UNIT_HORSEMAN_AFRICAN</UnitType>
</Unit>
Save, and you're done. :)
 
agoodfella said:
So, is the latest patch fully compatible with the Warlords Xpansion Pack?

Thanks again
Yes it is.

AriochIV said:
Don't know if this has been mentioned, but I fired up a brief game and the Incans had the Native Amercian Warrior instead of the Quechua.

Must say I got a kick out of the Scouts with the dog. :D
Thank you, that's my bad. I overwrote the Incan UU with that warrior. I'm gonna post a fix momentarily.

Edit: Fix posted
 
Rabbit said:
That's 'cause I'm a dumba$$ :) It is indeed a bug and thanks for finding it out. I basically just messed up the xml tags and added the units under unique buildings. Anyway, this bug only occurs in the Warlords version obviously, and I posted the fix in the first post.

Ok, you're forgiven. :p
Downloading the fix...
 
HI RABBIT !

I LOVE YOUR NEW MODELS -LOOKS AWESOME.

AS A MATTER AFFECT - I THINK YOUR ONE OF THE BEST MODEL DESINERS :)

I HAD A PROBLEM WITH THIS UNIT:
Horseman_Caucasian

I COULD FIT A KFM FILE TO IT - WHAT SHOULD I USE?

I TRYIED SOME WITH NO LUCK.

ALL THE REST OF THE UNITS WHERE PERFECT
 
Wow keldath, easy on the caps :)

Anyway, the caucasian horseman uses companion cavalry animations. You should just look through the ArtDefines_Unit file that comes with the mod, it's all in there. :)
 
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